Rewrote 3DS loader to support BE - added temporary light & camera & animation support. few models not working anymore, transformation bug still unsolved.
Fixed normal vector handling in the ASE loader. Improved animation & camera & light support - as for the 3DS Loader, still in the works. Fixed AC - Loader. It is now able to load models with complex hierarchies correctly. Added a small workaround for Quick3D, which writes invalid AC files. DXF-Loader skips {...} blocks produced by 3DS Max & AutoCad correctly now. DefaultLogger doesn't repeat identical log messages now. FindInvalidData-Process removes empty or dummy animation tracks now. LWO-Loader recognizes complex shaders (such as Fresnel) correctly now. Other LLWO bugs still unsolved. Fixed bugs in the Ply parser, causing non-triangular faces to crash. Added some additional helperutilities to StreamReader. Fixed a bug in ProcessHelper.h causing SPlitLargeMeses and SortBxPType to crash for meshes containing many bones. Changed OB default material from black to gray. Added additional test fils: ply (bugfix), ase (animation), QUick3D & Irr (in the works), STL (export from 3DS Max) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@210 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
2888a1099e
commit
a7088d6263
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@ -46,50 +46,55 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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// internal headers
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#include "3DSLoader.h"
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#include "3DSLoader.h"
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#include "MaterialSystem.h"
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#include "TextureTransform.h"
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#include "TextureTransform.h"
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#include "StringComparison.h"
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#include "qnan.h"
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using namespace Assimp;
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ReplaceDefaultMaterial()
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// Setup final material indices, generae a default material if necessary
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void Discreet3DSImporter::ReplaceDefaultMaterial()
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{
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{
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// *******************************************************************
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// try to find an existing material that matches the
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// try to find an existing material that matches the
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// typical default material setting:
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// typical default material setting:
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// - no textures
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// - no textures
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// - diffuse color (in grey!)
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// - diffuse color (in grey!)
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// NOTE: This is here to workaround the fact that some
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// NOTE: This is here to workaround the fact that some
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// exporters are writing a default material, too.
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// exporters are writing a default material, too.
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unsigned int iIndex = 0xcdcdcdcd;
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// *******************************************************************
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for (unsigned int i = 0; i < this->mScene->mMaterials.size();++i)
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unsigned int idx = 0xcdcdcdcd;
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for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
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{
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{
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if (std::string::npos == this->mScene->mMaterials[i].mName.find("default") &&
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std::string s = mScene->mMaterials[i].mName;
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std::string::npos == this->mScene->mMaterials[i].mName.find("DEFAULT"))continue;
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for (std::string::iterator it = s.begin(); it != s.end(); ++it)
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*it = ::tolower(*it);
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if (this->mScene->mMaterials[i].mDiffuse.r !=
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if (std::string::npos == s.find("default"))continue;
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this->mScene->mMaterials[i].mDiffuse.g ||
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this->mScene->mMaterials[i].mDiffuse.r !=
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this->mScene->mMaterials[i].mDiffuse.b)continue;
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if (this->mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
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if (mScene->mMaterials[i].mDiffuse.r !=
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this->mScene->mMaterials[i].sTexBump.mMapName.length()!= 0 ||
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mScene->mMaterials[i].mDiffuse.g ||
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this->mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
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mScene->mMaterials[i].mDiffuse.r !=
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this->mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
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mScene->mMaterials[i].mDiffuse.b)continue;
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this->mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
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this->mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )continue;
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iIndex = i;
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if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
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{
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continue;
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}
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idx = i;
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}
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}
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if (0xcdcdcdcd == iIndex)iIndex = (unsigned int)this->mScene->mMaterials.size();
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if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
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// now iterate through all meshes and through all faces and
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// now iterate through all meshes and through all faces and
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// find all faces that are using the default material
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// find all faces that are using the default material
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unsigned int iCnt = 0;
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unsigned int cnt = 0;
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for (std::vector<Dot3DS::Mesh>::iterator
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for (std::vector<D3DS::Mesh>::iterator
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i = this->mScene->mMeshes.begin();
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i = mScene->mMeshes.begin();
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i != this->mScene->mMeshes.end();++i)
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i != mScene->mMeshes.end();++i)
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{
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{
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for (std::vector<unsigned int>::iterator
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for (std::vector<unsigned int>::iterator
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a = (*i).mFaceMaterials.begin();
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a = (*i).mFaceMaterials.begin();
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@ -99,32 +104,35 @@ void Dot3DSImporter::ReplaceDefaultMaterial()
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// some exporters seem to generate invalid data here
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// some exporters seem to generate invalid data here
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if (0xcdcdcdcd == (*a))
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if (0xcdcdcdcd == (*a))
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{
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{
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(*a) = iIndex;
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(*a) = idx;
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++iCnt;
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++cnt;
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}
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}
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else if ( (*a) >= this->mScene->mMaterials.size())
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else if ( (*a) >= mScene->mMaterials.size())
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{
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{
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(*a) = iIndex;
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(*a) = idx;
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++iCnt;
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DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
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DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
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++cnt;
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}
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}
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}
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}
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}
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}
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if (iCnt && iIndex == this->mScene->mMaterials.size())
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if (cnt && idx == mScene->mMaterials.size())
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{
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{
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// we need to create our own default material
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// We need to create our own default material
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Dot3DS::Material sMat;
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D3DS::Material sMat;
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sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
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sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
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sMat.mName = "%%%DEFAULT";
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sMat.mName = "%%%DEFAULT";
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this->mScene->mMaterials.push_back(sMat);
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mScene->mMaterials.push_back(sMat);
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DefaultLogger::get()->info("3DS: Generating default material");
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}
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}
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return;
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return;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::CheckIndices(Dot3DS::Mesh& sMesh)
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// Check whether all indices are valid. Otherwise we'd crash before the validation step was reached
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void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
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{
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{
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for (std::vector< Dot3DS::Face >::iterator
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for (std::vector< D3DS::Face >::iterator
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i = sMesh.mFaces.begin();
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i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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i != sMesh.mFaces.end();++i)
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{
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{
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@ -133,23 +141,28 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh& sMesh)
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{
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{
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if ((*i).mIndices[a] >= sMesh.mPositions.size())
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if ((*i).mIndices[a] >= sMesh.mPositions.size())
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{
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{
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DefaultLogger::get()->warn("3DS: Face index overflow)");
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DefaultLogger::get()->warn("3DS: Vertex index overflow)");
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(*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
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(*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
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}
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}
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if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
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{
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DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
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(*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
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}
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}
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}
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}
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}
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return;
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return;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::MakeUnique(Dot3DS::Mesh& sMesh)
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// Generate out unique verbose format representation
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void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
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{
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{
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unsigned int iBase = 0;
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unsigned int iBase = 0;
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std::vector<aiVector3D> vNew;
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// Allocate output storage
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std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
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std::vector<aiVector2D> vNew2;
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std::vector<aiVector2D> vNew2;
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vNew.resize(sMesh.mFaces.size() * 3);
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if (sMesh.mTexCoords.size())vNew2.resize(sMesh.mFaces.size() * 3);
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if (sMesh.mTexCoords.size())vNew2.resize(sMesh.mFaces.size() * 3);
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for (unsigned int i = 0; i < sMesh.mFaces.size();++i)
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for (unsigned int i = 0; i < sMesh.mFaces.size();++i)
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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// Convert a 3DS material to an aiMaterial
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void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
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MaterialHelper& mat)
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MaterialHelper& mat)
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{
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{
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// NOTE: Pass the background image to the viewer by bypassing the
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// NOTE: Pass the background image to the viewer by bypassing the
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// material system. This is an evil hack, never do it again!
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// material system. This is an evil hack, never do it again!
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if (0 != this->mBackgroundImage.length() && this->bHasBG)
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if (0 != mBackgroundImage.length() && bHasBG)
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{
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{
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aiString tex;
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aiString tex;
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tex.Set( this->mBackgroundImage);
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tex.Set( mBackgroundImage);
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mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
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mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
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// be sure this is only done for the first material
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// be sure this is only done for the first material
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this->mBackgroundImage = std::string("");
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mBackgroundImage = std::string("");
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}
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}
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// At first add the base ambient color of the
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// At first add the base ambient color of the
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// scene to the material
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// scene to the material
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oldMat.mAmbient.r += this->mClrAmbient.r;
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oldMat.mAmbient.r += mClrAmbient.r;
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oldMat.mAmbient.g += this->mClrAmbient.g;
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oldMat.mAmbient.g += mClrAmbient.g;
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oldMat.mAmbient.b += this->mClrAmbient.b;
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oldMat.mAmbient.b += mClrAmbient.b;
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aiString name;
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aiString name;
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name.Set( oldMat.mName);
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name.Set( oldMat.mName);
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mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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// phong shininess and shininess strength
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// phong shininess and shininess strength
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if (Dot3DS::Dot3DSFile::Phong == oldMat.mShading ||
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if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
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Dot3DS::Dot3DSFile::Metal == oldMat.mShading)
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D3DS::Discreet3DS::Metal == oldMat.mShading)
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{
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{
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if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
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if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
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{
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{
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oldMat.mShading = Dot3DS::Dot3DSFile::Gouraud;
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oldMat.mShading = D3DS::Discreet3DS::Gouraud;
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}
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}
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else
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else
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{
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{
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aiShadingMode eShading = aiShadingMode_NoShading;
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aiShadingMode eShading = aiShadingMode_NoShading;
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switch (oldMat.mShading)
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switch (oldMat.mShading)
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{
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{
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case Dot3DS::Dot3DSFile::Flat:
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case D3DS::Discreet3DS::Flat:
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eShading = aiShadingMode_Flat; break;
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eShading = aiShadingMode_Flat; break;
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// I don't know what "Wire" shading should be,
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// I don't know what "Wire" shading should be,
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// assume it is simple lambertian diffuse (L dot N) shading
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// assume it is simple lambertian diffuse (L dot N) shading
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case Dot3DS::Dot3DSFile::Wire:
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case D3DS::Discreet3DS::Wire:
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case Dot3DS::Dot3DSFile::Gouraud:
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case D3DS::Discreet3DS::Gouraud:
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eShading = aiShadingMode_Gouraud; break;
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eShading = aiShadingMode_Gouraud; break;
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// assume cook-torrance shading for metals.
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// assume cook-torrance shading for metals.
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case Dot3DS::Dot3DSFile::Phong :
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case D3DS::Discreet3DS::Phong :
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eShading = aiShadingMode_Phong; break;
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eShading = aiShadingMode_Phong; break;
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case Dot3DS::Dot3DSFile::Metal :
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case D3DS::Discreet3DS::Metal :
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eShading = aiShadingMode_CookTorrance; break;
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eShading = aiShadingMode_CookTorrance; break;
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// FIX to workaround a warning with GCC 4 who complained
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// FIX to workaround a warning with GCC 4 who complained
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// about a missing case Blinn: here - Blinn isn't a valid
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// about a missing case Blinn: here - Blinn isn't a valid
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// value in the 3DS Loader, it is just needed for ASE
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// value in the 3DS Loader, it is just needed for ASE
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case Dot3DS::Dot3DSFile::Blinn :
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case D3DS::Discreet3DS::Blinn :
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eShading = aiShadingMode_Blinn; break;
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eShading = aiShadingMode_Blinn; break;
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}
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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if (Dot3DS::Dot3DSFile::Wire == oldMat.mShading)
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if (D3DS::Discreet3DS::Wire == oldMat.mShading)
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{
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{
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// set the wireframe flag
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// set the wireframe flag
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unsigned int iWire = 1;
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unsigned int iWire = 1;
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}
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}
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// texture, if there is one
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// texture, if there is one
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// DIFFUSE texture
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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{
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{
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aiString tex;
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aiString tex;
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@ -292,6 +307,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
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}
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}
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}
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}
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// SPECULAR texture
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if( oldMat.sTexSpecular.mMapName.length() > 0)
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if( oldMat.sTexSpecular.mMapName.length() > 0)
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{
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{
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aiString tex;
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aiString tex;
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@ -308,6 +324,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_SPECULAR(0));
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_SPECULAR(0));
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}
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}
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}
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}
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// OPACITY texture
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if( oldMat.sTexOpacity.mMapName.length() > 0)
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if( oldMat.sTexOpacity.mMapName.length() > 0)
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{
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{
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aiString tex;
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aiString tex;
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@ -323,6 +340,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_OPACITY(0));
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_OPACITY(0));
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}
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}
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}
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}
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// EMISSIVE texture
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if( oldMat.sTexEmissive.mMapName.length() > 0)
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if( oldMat.sTexEmissive.mMapName.length() > 0)
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{
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{
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aiString tex;
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aiString tex;
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@ -338,6 +356,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_EMISSIVE(0));
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_EMISSIVE(0));
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}
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}
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}
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}
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// BUMP texturee
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if( oldMat.sTexBump.mMapName.length() > 0)
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if( oldMat.sTexBump.mMapName.length() > 0)
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{
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{
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aiString tex;
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aiString tex;
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@ -353,6 +372,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_HEIGHT(0));
|
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_HEIGHT(0));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// SHININESS texture
|
||||||
if( oldMat.sTexShininess.mMapName.length() > 0)
|
if( oldMat.sTexShininess.mMapName.length() > 0)
|
||||||
{
|
{
|
||||||
aiString tex;
|
aiString tex;
|
||||||
|
@ -369,7 +389,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// store the name of the material itself, too
|
// Store the name of the material itself, too
|
||||||
if( oldMat.mName.length())
|
if( oldMat.mName.length())
|
||||||
{
|
{
|
||||||
aiString tex;
|
aiString tex;
|
||||||
|
@ -378,31 +398,31 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
|
// Split meshes by their materials and generate output aiMesh'es
|
||||||
|
void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
|
||||||
{
|
{
|
||||||
std::vector<aiMesh*> avOutMeshes;
|
std::vector<aiMesh*> avOutMeshes;
|
||||||
avOutMeshes.reserve(this->mScene->mMeshes.size() * 2);
|
avOutMeshes.reserve(mScene->mMeshes.size() * 2);
|
||||||
|
|
||||||
unsigned int iFaceCnt = 0;
|
unsigned int iFaceCnt = 0;
|
||||||
|
|
||||||
// we need to split all meshes by their materials
|
// we need to split all meshes by their materials
|
||||||
for (std::vector<Dot3DS::Mesh>::iterator
|
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin();
|
||||||
i = this->mScene->mMeshes.begin();
|
i != mScene->mMeshes.end();++i)
|
||||||
i != this->mScene->mMeshes.end();++i)
|
|
||||||
{
|
{
|
||||||
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
|
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
|
||||||
this->mScene->mMaterials.size()];
|
mScene->mMaterials.size()];
|
||||||
|
|
||||||
unsigned int iNum = 0;
|
unsigned int iNum = 0;
|
||||||
for (std::vector<unsigned int>::const_iterator
|
for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
|
||||||
a = (*i).mFaceMaterials.begin();
|
|
||||||
a != (*i).mFaceMaterials.end();++a,++iNum)
|
a != (*i).mFaceMaterials.end();++a,++iNum)
|
||||||
{
|
{
|
||||||
aiSplit[*a].push_back(iNum);
|
aiSplit[*a].push_back(iNum);
|
||||||
}
|
}
|
||||||
// now generate submeshes
|
// now generate submeshes
|
||||||
for (unsigned int p = 0; p < this->mScene->mMaterials.size();++p)
|
for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
|
||||||
{
|
{
|
||||||
if (aiSplit[p].size() != 0)
|
if (aiSplit[p].size() != 0)
|
||||||
{
|
{
|
||||||
|
@ -438,15 +458,15 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
|
||||||
p_pcOut->mFaces[q].mNumIndices = 3;
|
p_pcOut->mFaces[q].mNumIndices = 3;
|
||||||
|
|
||||||
p_pcOut->mFaces[q].mIndices[2] = iBase;
|
p_pcOut->mFaces[q].mIndices[2] = iBase;
|
||||||
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[0]];
|
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[0]];
|
||||||
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[0]];
|
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[0]];
|
||||||
|
|
||||||
p_pcOut->mFaces[q].mIndices[1] = iBase;
|
p_pcOut->mFaces[q].mIndices[1] = iBase;
|
||||||
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[1]];
|
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[1]];
|
||||||
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[1]];
|
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[1]];
|
||||||
|
|
||||||
p_pcOut->mFaces[q].mIndices[0] = iBase;
|
p_pcOut->mFaces[q].mIndices[0] = iBase;
|
||||||
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[2]];
|
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[2]];
|
||||||
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[2]];
|
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[2]];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -460,51 +480,60 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
|
||||||
{
|
{
|
||||||
unsigned int iIndex2 = aiSplit[p][q];
|
unsigned int iIndex2 = aiSplit[p][q];
|
||||||
|
|
||||||
unsigned int iIndex = (*i).mFaces[iIndex2].mIndices[0];
|
aiVector2D* pc = &(*i).mTexCoords[(*i).mFaces[iIndex2].mIndices[0]];
|
||||||
aiVector2D& pc = (*i).mTexCoords[iIndex];
|
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc->x,pc->y,0.0f);
|
||||||
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
|
|
||||||
|
|
||||||
iIndex = (*i).mFaces[iIndex2].mIndices[1];
|
pc = &(*i).mTexCoords[(*i).mFaces[iIndex2].mIndices[1]];
|
||||||
pc = (*i).mTexCoords[iIndex];
|
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc->x,pc->y,0.0f);
|
||||||
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
|
|
||||||
|
|
||||||
iIndex = (*i).mFaces[iIndex2].mIndices[2];
|
pc = &(*i).mTexCoords[(*i).mFaces[iIndex2].mIndices[2]];
|
||||||
pc = (*i).mTexCoords[iIndex];
|
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc->x,pc->y,0.0f);
|
||||||
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
|
|
||||||
}
|
}
|
||||||
// apply texture coordinate scalings
|
// apply texture coordinate scalings
|
||||||
TextureTransform::BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
|
TextureTransform::BakeScaleNOffset ( p_pcOut, &mScene->mMaterials[
|
||||||
p_pcOut->mMaterialIndex] );
|
p_pcOut->mMaterialIndex] );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
delete[] aiSplit;
|
delete[] aiSplit;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Copy them to the output array
|
||||||
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
|
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
|
||||||
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
|
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
|
||||||
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
|
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
|
||||||
pcOut->mMeshes[a] = avOutMeshes[a];
|
pcOut->mMeshes[a] = avOutMeshes[a];
|
||||||
|
|
||||||
if (!iFaceCnt)throw new ImportErrorException("No faces loaded. The mesh is empty");
|
// We should have at least one face here
|
||||||
|
if (!iFaceCnt)
|
||||||
|
throw new ImportErrorException("No faces loaded. The mesh is empty");
|
||||||
|
|
||||||
// for each material in the scene we need to setup the UV source
|
// for each material in the scene we need to setup the UV source
|
||||||
// set for each texture
|
// set for each texture
|
||||||
for (unsigned int a = 0; a < pcOut->mNumMaterials;++a)
|
for (unsigned int a = 0; a < pcOut->mNumMaterials;++a)
|
||||||
TextureTransform::SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
|
{
|
||||||
|
TextureTransform::SetupMatUVSrc( pcOut->mMaterials[a], &mScene->mMaterials[a] );
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn)
|
// Add a node to the scenegraph and setup its final transformation
|
||||||
|
void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn)
|
||||||
{
|
{
|
||||||
std::vector<unsigned int> iArray;
|
std::vector<unsigned int> iArray;
|
||||||
iArray.reserve(3);
|
iArray.reserve(3);
|
||||||
|
|
||||||
if (pcIn->mName != "$$$DUMMY")
|
if (pcIn->mName == "$$$DUMMY")
|
||||||
|
{
|
||||||
|
// append the "real" name of the dummy to the string
|
||||||
|
pcIn->mName.append(pcIn->mDummyName);
|
||||||
|
}
|
||||||
|
else // if (pcIn->mName != "$$$DUMMY")
|
||||||
{
|
{
|
||||||
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
|
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
|
||||||
{
|
{
|
||||||
const Dot3DS::Mesh* pcMesh = (const Dot3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
|
const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
|
||||||
ai_assert(NULL != pcMesh);
|
ai_assert(NULL != pcMesh);
|
||||||
|
|
||||||
// do case independent comparisons here, just for safety
|
// do case independent comparisons here, just for safety
|
||||||
|
@ -513,12 +542,11 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
|
||||||
}
|
}
|
||||||
if (!iArray.empty())
|
if (!iArray.empty())
|
||||||
{
|
{
|
||||||
aiMatrix4x4& mTrafo = ((Dot3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0])->mMat;
|
aiMatrix4x4& mTrafo = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0])->mMat;
|
||||||
aiMatrix4x4 mInv = mTrafo;
|
aiMatrix4x4 mInv = mTrafo;
|
||||||
if (!this->configSkipPivot)
|
if (!configSkipPivot)
|
||||||
mInv.Inverse();
|
mInv.Inverse();
|
||||||
|
|
||||||
pcOut->mName.Set(pcIn->mName);
|
|
||||||
pcOut->mNumMeshes = (unsigned int)iArray.size();
|
pcOut->mNumMeshes = (unsigned int)iArray.size();
|
||||||
pcOut->mMeshes = new unsigned int[iArray.size()];
|
pcOut->mMeshes = new unsigned int[iArray.size()];
|
||||||
for (unsigned int i = 0;i < iArray.size();++i)
|
for (unsigned int i = 0;i < iArray.size();++i)
|
||||||
|
@ -531,7 +559,7 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
|
||||||
const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
|
const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
|
||||||
aiVector3D* pvCurrent = mesh->mVertices;
|
aiVector3D* pvCurrent = mesh->mVertices;
|
||||||
|
|
||||||
if(pivot.x || pivot.y || pivot.z && !this->configSkipPivot)
|
if(pivot.x || pivot.y || pivot.z && !configSkipPivot)
|
||||||
{
|
{
|
||||||
while (pvCurrent != pvEnd)
|
while (pvCurrent != pvEnd)
|
||||||
{
|
{
|
||||||
|
@ -558,63 +586,90 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Setup the name of the node
|
||||||
|
pcOut->mName.Set(pcIn->mName);
|
||||||
|
|
||||||
|
// Setup the transformation matrix of the node
|
||||||
pcOut->mTransformation = aiMatrix4x4();
|
pcOut->mTransformation = aiMatrix4x4();
|
||||||
|
|
||||||
|
// Allocate storage for children
|
||||||
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
|
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
|
||||||
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
|
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
|
||||||
|
|
||||||
|
// Recursively process all children
|
||||||
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
|
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
|
||||||
{
|
{
|
||||||
pcOut->mChildren[i] = new aiNode();
|
pcOut->mChildren[i] = new aiNode();
|
||||||
pcOut->mChildren[i]->mParent = pcOut;
|
pcOut->mChildren[i]->mParent = pcOut;
|
||||||
AddNodeToGraph(pcSOut,pcOut->mChildren[i],
|
AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i]);
|
||||||
pcIn->mChildren[i]);
|
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
|
// Generate the output node graph
|
||||||
|
void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
|
||||||
{
|
{
|
||||||
pcOut->mRootNode = new aiNode();
|
pcOut->mRootNode = new aiNode();
|
||||||
|
|
||||||
if (0 == this->mRootNode->mChildren.size())
|
if (0 == mRootNode->mChildren.size())
|
||||||
{
|
{
|
||||||
// seems the file has not even a hierarchy.
|
// seems the file has not even a hierarchy.
|
||||||
// generate a flat hiearachy which looks like this:
|
// generate a flat hiearachy which looks like this:
|
||||||
//
|
//
|
||||||
// ROOT_NODE
|
// ROOT_NODE
|
||||||
// |
|
// |
|
||||||
// ----------------------------------------
|
// ----------------------------------------
|
||||||
// | | | |
|
// | | | | |
|
||||||
// MESH_0 MESH_1 MESH_2 ... MESH_N
|
// MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
|
||||||
//
|
//
|
||||||
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
|
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
|
||||||
|
|
||||||
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes;
|
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
|
||||||
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mNumMeshes ];
|
mScene->mCameras.size() + mScene->mLights.size();
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i)
|
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
|
||||||
{
|
pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
|
||||||
aiNode* pcNode = new aiNode();
|
|
||||||
|
// Build dummy nodes for all meshes
|
||||||
|
unsigned int a = 0;
|
||||||
|
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
|
||||||
|
{
|
||||||
|
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
|
||||||
pcNode->mParent = pcOut->mRootNode;
|
pcNode->mParent = pcOut->mRootNode;
|
||||||
pcNode->mNumChildren = 0;
|
|
||||||
pcNode->mChildren = 0;
|
|
||||||
pcNode->mMeshes = new unsigned int[1];
|
pcNode->mMeshes = new unsigned int[1];
|
||||||
pcNode->mMeshes[0] = i;
|
pcNode->mMeshes[0] = i;
|
||||||
pcNode->mNumMeshes = 1;
|
pcNode->mNumMeshes = 1;
|
||||||
|
|
||||||
char szBuffer[128];
|
// Build a name for the node
|
||||||
int iLen;
|
pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%i",i);
|
||||||
iLen = sprintf(szBuffer,"UNNAMED_%i",i);
|
|
||||||
ai_assert(0 < iLen);
|
|
||||||
::memcpy(pcNode->mName.data,szBuffer,iLen);
|
|
||||||
pcNode->mName.data[iLen] = '\0';
|
|
||||||
pcNode->mName.length = iLen;
|
|
||||||
|
|
||||||
// add the new child to the parent node
|
|
||||||
pcOut->mRootNode->mChildren[i] = pcNode;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else this->AddNodeToGraph(pcOut, pcOut->mRootNode, this->mRootNode);
|
|
||||||
|
|
||||||
|
// Build dummy nodes for all cameras
|
||||||
|
for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
|
||||||
|
{
|
||||||
|
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
|
||||||
|
pcNode->mParent = pcOut->mRootNode;
|
||||||
|
|
||||||
|
// Build a name for the node
|
||||||
|
pcNode->mName = mScene->mCameras[i]->mName;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build dummy nodes for all lights
|
||||||
|
for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
|
||||||
|
{
|
||||||
|
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
|
||||||
|
pcNode->mParent = pcOut->mRootNode;
|
||||||
|
|
||||||
|
// Build a name for the node
|
||||||
|
pcNode->mName = mScene->mLights[i]->mName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode);
|
||||||
|
|
||||||
|
// We used the first vertex color set to store some
|
||||||
|
// temporary values, so we need to cleanup here
|
||||||
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
|
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
|
||||||
pcOut->mMeshes[a]->mColors[0] = NULL;
|
pcOut->mMeshes[a]->mColors[0] = NULL;
|
||||||
|
|
||||||
|
@ -631,19 +686,48 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
|
||||||
// if the root node is a default node setup a name for it
|
// if the root node is a default node setup a name for it
|
||||||
if (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')
|
if (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')
|
||||||
pcOut->mRootNode->mName.Set("<root>");
|
pcOut->mRootNode->mName.Set("<root>");
|
||||||
}
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
|
||||||
void Dot3DSImporter::ConvertScene(aiScene* pcOut)
|
|
||||||
{
|
|
||||||
pcOut->mNumMaterials = (unsigned int)this->mScene->mMaterials.size();
|
|
||||||
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
|
|
||||||
|
|
||||||
|
// modify the transformation of the root node to change
|
||||||
|
// the coordinate system of the whole scene from Max' to OpenGL
|
||||||
|
pcOut->mRootNode->mTransformation.a3 *= -1.f;
|
||||||
|
pcOut->mRootNode->mTransformation.b3 *= -1.f;
|
||||||
|
pcOut->mRootNode->mTransformation.c3 *= -1.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
// Convert all meshes in the scene and generate the final output scene.
|
||||||
|
void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
|
||||||
|
{
|
||||||
|
// Allocate enough storage for all output materials
|
||||||
|
pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
|
||||||
|
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
|
||||||
|
|
||||||
|
// ... and convert the 3DS materials to aiMaterial's
|
||||||
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
|
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
|
||||||
{
|
{
|
||||||
MaterialHelper* pcNew = new MaterialHelper();
|
MaterialHelper* pcNew = new MaterialHelper();
|
||||||
this->ConvertMaterial(this->mScene->mMaterials[i],*pcNew);
|
ConvertMaterial(mScene->mMaterials[i],*pcNew);
|
||||||
pcOut->mMaterials[i] = pcNew;
|
pcOut->mMaterials[i] = pcNew;
|
||||||
}
|
}
|
||||||
this->ConvertMeshes(pcOut);
|
|
||||||
|
// Generate the output mesh list
|
||||||
|
ConvertMeshes(pcOut);
|
||||||
|
|
||||||
|
// Now copy all light sources to the output scene
|
||||||
|
pcOut->mNumLights = (unsigned int)mScene->mLights.size();
|
||||||
|
if (pcOut->mNumLights)
|
||||||
|
{
|
||||||
|
pcOut->mLights = new aiLight*[pcOut->mNumLights];
|
||||||
|
::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now copy all cameras to the output scene
|
||||||
|
pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
|
||||||
|
if (pcOut->mNumCameras)
|
||||||
|
{
|
||||||
|
pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
|
||||||
|
::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
|
||||||
|
}
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -58,19 +58,19 @@ http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt */
|
||||||
#include "SmoothingGroups.h"
|
#include "SmoothingGroups.h"
|
||||||
|
|
||||||
namespace Assimp {
|
namespace Assimp {
|
||||||
namespace Dot3DS {
|
namespace D3DS {
|
||||||
|
|
||||||
#include "./../include/Compiler/pushpack1.h"
|
#include "./../include/Compiler/pushpack1.h"
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** Dot3DSFile class: Helper class for loading 3ds files. Defines chunks
|
/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
|
||||||
* and data structures.
|
* and data structures.
|
||||||
*/
|
*/
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
class Dot3DSFile
|
class Discreet3DS
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
inline Dot3DSFile() {}
|
inline Discreet3DS() {}
|
||||||
|
|
||||||
//! data structure for a single chunk in a .3ds file
|
//! data structure for a single chunk in a .3ds file
|
||||||
struct Chunk
|
struct Chunk
|
||||||
|
@ -241,12 +241,7 @@ public:
|
||||||
// Specular map. Seems to influence the specular color
|
// Specular map. Seems to influence the specular color
|
||||||
CHUNK_MAT_SPECMAP = 0xA204,
|
CHUNK_MAT_SPECMAP = 0xA204,
|
||||||
|
|
||||||
// Holds shininess data. I assume the specular exponent is
|
// Holds shininess data.
|
||||||
// calculated like this:
|
|
||||||
//
|
|
||||||
// s[x,y] = stex[x,y] * base_shininess;
|
|
||||||
// I also assume the data in the texture must be renormalized
|
|
||||||
// (normally by dividing / 255) after loading.
|
|
||||||
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
|
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
|
||||||
|
|
||||||
// Scaling in U/V direction.
|
// Scaling in U/V direction.
|
||||||
|
@ -281,6 +276,7 @@ public:
|
||||||
// Supported sub chunks
|
// Supported sub chunks
|
||||||
CHUNK_TRACKINFO = 0xB002,
|
CHUNK_TRACKINFO = 0xB002,
|
||||||
CHUNK_TRACKOBJNAME = 0xB010,
|
CHUNK_TRACKOBJNAME = 0xB010,
|
||||||
|
CHUNK_TRACKDUMMYOBJNAME = 0xB011,
|
||||||
CHUNK_TRACKPIVOT = 0xB013,
|
CHUNK_TRACKPIVOT = 0xB013,
|
||||||
CHUNK_TRACKPOS = 0xB020,
|
CHUNK_TRACKPOS = 0xB020,
|
||||||
CHUNK_TRACKROTATE = 0xB021,
|
CHUNK_TRACKROTATE = 0xB021,
|
||||||
|
@ -288,7 +284,7 @@ public:
|
||||||
|
|
||||||
// ********************************************************************
|
// ********************************************************************
|
||||||
// Keyframes for various other stuff in the file
|
// Keyframes for various other stuff in the file
|
||||||
// Ignored
|
// Partially ignored
|
||||||
CHUNK_AMBIENTKEY = 0xB001,
|
CHUNK_AMBIENTKEY = 0xB001,
|
||||||
CHUNK_TRACKMORPH = 0xB026,
|
CHUNK_TRACKMORPH = 0xB026,
|
||||||
CHUNK_TRACKHIDE = 0xB029,
|
CHUNK_TRACKHIDE = 0xB029,
|
||||||
|
@ -359,9 +355,10 @@ struct Material
|
||||||
//! Default constructor. Builds a default name for the material
|
//! Default constructor. Builds a default name for the material
|
||||||
Material()
|
Material()
|
||||||
:
|
:
|
||||||
|
mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
|
||||||
mSpecularExponent (0.0f),
|
mSpecularExponent (0.0f),
|
||||||
mShininessStrength (1.0f),
|
mShininessStrength (1.0f),
|
||||||
mShading(Dot3DSFile::Gouraud),
|
mShading(Discreet3DS::Gouraud),
|
||||||
mTransparency (1.0f),
|
mTransparency (1.0f),
|
||||||
mBumpHeight (1.0f),
|
mBumpHeight (1.0f),
|
||||||
mTwoSided (false),
|
mTwoSided (false),
|
||||||
|
@ -388,7 +385,7 @@ struct Material
|
||||||
//! Ambient color of the material
|
//! Ambient color of the material
|
||||||
aiColor3D mAmbient;
|
aiColor3D mAmbient;
|
||||||
//! Shading type to be used
|
//! Shading type to be used
|
||||||
Dot3DSFile::shadetype3ds mShading;
|
Discreet3DS::shadetype3ds mShading;
|
||||||
//! Opacity of the material
|
//! Opacity of the material
|
||||||
float mTransparency;
|
float mTransparency;
|
||||||
//! Diffuse texture channel
|
//! Diffuse texture channel
|
||||||
|
@ -419,7 +416,7 @@ struct Material
|
||||||
};
|
};
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** Helper structure to represent a 3ds file mesh */
|
/** Helper structure to represent a 3ds file mesh */
|
||||||
struct Mesh : public MeshWithSmoothingGroups<Dot3DS::Face>
|
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
|
||||||
{
|
{
|
||||||
//! Default constructor
|
//! Default constructor
|
||||||
Mesh()
|
Mesh()
|
||||||
|
@ -443,6 +440,9 @@ struct Mesh : public MeshWithSmoothingGroups<Dot3DS::Face>
|
||||||
//! Local transformation matrix
|
//! Local transformation matrix
|
||||||
aiMatrix4x4 mMat;
|
aiMatrix4x4 mMat;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
typedef std::pair<double, float> aiFloatKey;
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** Helper structure to represent a 3ds file node */
|
/** Helper structure to represent a 3ds file node */
|
||||||
struct Node
|
struct Node
|
||||||
|
@ -458,11 +458,9 @@ struct Node
|
||||||
::sprintf(szTemp,"UNNAMED_%i",iCnt++);
|
::sprintf(szTemp,"UNNAMED_%i",iCnt++);
|
||||||
mName = szTemp;
|
mName = szTemp;
|
||||||
|
|
||||||
#ifdef AI_3DS_KEYFRAME_ANIMATION
|
aRotationKeys.reserve (20);
|
||||||
aRotationKeys.reserve(10);
|
aPositionKeys.reserve (20);
|
||||||
aPositionKeys.reserve(10);
|
aScalingKeys.reserve (20);
|
||||||
aScalingKeys.reserve(10);
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//! Pointer to the parent node
|
//! Pointer to the parent node
|
||||||
|
@ -474,13 +472,16 @@ struct Node
|
||||||
//! Name of the node
|
//! Name of the node
|
||||||
std::string mName;
|
std::string mName;
|
||||||
|
|
||||||
|
//! Dummy nodes: real name to be combined with the $$$DUMMY
|
||||||
|
std::string mDummyName;
|
||||||
|
|
||||||
//! Position of the node in the hierarchy (tree depth)
|
//! Position of the node in the hierarchy (tree depth)
|
||||||
int16_t mHierarchyPos;
|
int16_t mHierarchyPos;
|
||||||
|
|
||||||
//! Index of the node
|
//! Index of the node
|
||||||
int16_t mHierarchyIndex;
|
int16_t mHierarchyIndex;
|
||||||
|
|
||||||
#ifdef AI_3DS_KEYFRAME_ANIMATION
|
|
||||||
//! Rotation keys loaded from the file
|
//! Rotation keys loaded from the file
|
||||||
std::vector<aiQuatKey> aRotationKeys;
|
std::vector<aiQuatKey> aRotationKeys;
|
||||||
|
|
||||||
|
@ -489,7 +490,14 @@ struct Node
|
||||||
|
|
||||||
//! Scaling keys loaded from the file
|
//! Scaling keys loaded from the file
|
||||||
std::vector<aiVectorKey> aScalingKeys;
|
std::vector<aiVectorKey> aScalingKeys;
|
||||||
#endif
|
|
||||||
|
|
||||||
|
// For target lights (spot lights and directional lights):
|
||||||
|
// The position of the target
|
||||||
|
std::vector< aiVectorKey > aTargetPositionKeys;
|
||||||
|
|
||||||
|
// For cameras: the camera roll angle
|
||||||
|
std::vector< aiFloatKey > aCameraRollKeys;
|
||||||
|
|
||||||
//! Pivot position loaded from the file
|
//! Pivot position loaded from the file
|
||||||
aiVector3D vPivot;
|
aiVector3D vPivot;
|
||||||
|
@ -516,12 +524,18 @@ struct Scene
|
||||||
//! List of all meshes loaded
|
//! List of all meshes loaded
|
||||||
std::vector<Mesh> mMeshes;
|
std::vector<Mesh> mMeshes;
|
||||||
|
|
||||||
|
//! List of all cameras loaded
|
||||||
|
std::vector<aiCamera*> mCameras;
|
||||||
|
|
||||||
|
//! List of all lights loaded
|
||||||
|
std::vector<aiLight*> mLights;
|
||||||
|
|
||||||
//! Pointer to the root node of the scene
|
//! Pointer to the root node of the scene
|
||||||
Node* pcRootNode;
|
Node* pcRootNode;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
} // end of namespace Dot3DS
|
} // end of namespace D3DS
|
||||||
} // end of namespace Assimp
|
} // end of namespace Assimp
|
||||||
|
|
||||||
#endif // AI_XFILEHELPER_H_INC
|
#endif // AI_XFILEHELPER_H_INC
|
||||||
|
|
1510
code/3DSLoader.cpp
1510
code/3DSLoader.cpp
File diff suppressed because it is too large
Load Diff
|
@ -53,22 +53,22 @@ namespace Assimp
|
||||||
{
|
{
|
||||||
class MaterialHelper;
|
class MaterialHelper;
|
||||||
|
|
||||||
using namespace Dot3DS;
|
using namespace D3DS;
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** The Dot3DSImporter is a worker class capable of importing a scene from a
|
/** The Discreet3DSImporter is a worker class capable of importing a scene from a
|
||||||
* 3ds Max 4/5 Files (.3ds)
|
* 3ds Max 4/5 Files (.3ds)
|
||||||
*/
|
*/
|
||||||
class Dot3DSImporter : public BaseImporter
|
class Discreet3DSImporter : public BaseImporter
|
||||||
{
|
{
|
||||||
friend class Importer;
|
friend class Importer;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
/** Constructor to be privately used by Importer */
|
/** Constructor to be privately used by Importer */
|
||||||
Dot3DSImporter();
|
Discreet3DSImporter();
|
||||||
|
|
||||||
/** Destructor, private as well */
|
/** Destructor, private as well */
|
||||||
~Dot3DSImporter();
|
~Discreet3DSImporter();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
@ -105,15 +105,15 @@ protected:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Converts a temporary material to the outer representation
|
/** Converts a temporary material to the outer representation
|
||||||
*/
|
*/
|
||||||
void ConvertMaterial(Dot3DS::Material& p_cMat,
|
void ConvertMaterial(D3DS::Material& p_cMat,
|
||||||
MaterialHelper& p_pcOut);
|
MaterialHelper& p_pcOut);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Read a chunk, get a pointer to it
|
/** Read a chunk
|
||||||
* The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
|
*
|
||||||
* thus pointing directly to the data of the chunk
|
* @param pcOut Receives the current chunk
|
||||||
*/
|
*/
|
||||||
void ReadChunk(const Dot3DSFile::Chunk** p_ppcOut);
|
void ReadChunk(Discreet3DS::Chunk* pcOut);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a percentage chunk. mCurrent will point to the next
|
/** Parse a percentage chunk. mCurrent will point to the next
|
||||||
|
@ -144,52 +144,57 @@ protected:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a main top-level chunk in the file
|
/** Parse a main top-level chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseMainChunk(int& piRemaining);
|
void ParseMainChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a top-level chunk in the file
|
/** Parse a top-level chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseChunk(int& piRemaining);
|
void ParseChunk(const char* name, unsigned int num);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a top-level editor chunk in the file
|
/** Parse a top-level editor chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseEditorChunk(int& piRemaining);
|
void ParseEditorChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a top-level object chunk in the file
|
/** Parse a top-level object chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseObjectChunk(int& piRemaining);
|
void ParseObjectChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a material chunk in the file
|
/** Parse a material chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseMaterialChunk(int& piRemaining);
|
void ParseMaterialChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a mesh chunk in the file
|
/** Parse a mesh chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseMeshChunk(int& piRemaining);
|
void ParseMeshChunk();
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
/** Parse a light chunk in the file
|
||||||
|
*/
|
||||||
|
void ParseLightChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a face list chunk in the file
|
/** Parse a face list chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseFaceChunk(int& piRemaining);
|
void ParseFaceChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a keyframe chunk in the file
|
/** Parse a keyframe chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseKeyframeChunk(int& piRemaining);
|
void ParseKeyframeChunk();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a hierarchy chunk in the file
|
/** Parse a hierarchy chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseHierarchyChunk(int& piRemaining);
|
void ParseHierarchyChunk(uint16_t parent);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a texture chunk in the file
|
/** Parse a texture chunk in the file
|
||||||
*/
|
*/
|
||||||
void ParseTextureChunk(int& piRemaining,Dot3DS::Texture* pcOut);
|
void ParseTextureChunk(D3DS::Texture* pcOut);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Convert the meshes in the file
|
/** Convert the meshes in the file
|
||||||
|
@ -209,18 +214,18 @@ protected:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** generate unique vertices for a mesh
|
/** generate unique vertices for a mesh
|
||||||
*/
|
*/
|
||||||
void MakeUnique(Dot3DS::Mesh& sMesh);
|
void MakeUnique(D3DS::Mesh& sMesh);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Add a node to the node graph
|
/** Add a node to the node graph
|
||||||
*/
|
*/
|
||||||
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn);
|
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Search for a node in the graph.
|
/** Search for a node in the graph.
|
||||||
* Called recursively
|
* Called recursively
|
||||||
*/
|
*/
|
||||||
void InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent);
|
void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Apply the master scaling factor to the mesh
|
/** Apply the master scaling factor to the mesh
|
||||||
|
@ -230,7 +235,7 @@ protected:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Clamp all indices in the file to a valid range
|
/** Clamp all indices in the file to a valid range
|
||||||
*/
|
*/
|
||||||
void CheckIndices(Dot3DS::Mesh& sMesh);
|
void CheckIndices(D3DS::Mesh& sMesh);
|
||||||
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
@ -238,23 +243,17 @@ protected:
|
||||||
/** Configuration option: skip pivot chunks */
|
/** Configuration option: skip pivot chunks */
|
||||||
bool configSkipPivot;
|
bool configSkipPivot;
|
||||||
|
|
||||||
/** Buffer to hold the loaded file */
|
/** Stream to read from */
|
||||||
unsigned char* mBuffer;
|
StreamReaderLE* stream;
|
||||||
|
|
||||||
/** Pointer to the current read position */
|
|
||||||
const unsigned char* mCurrent;
|
|
||||||
|
|
||||||
/** Used to store old chunk addresses to jump back in the file*/
|
|
||||||
const unsigned char* mLast;
|
|
||||||
|
|
||||||
/** Last touched node index */
|
/** Last touched node index */
|
||||||
short mLastNodeIndex;
|
short mLastNodeIndex;
|
||||||
|
|
||||||
/** Current node, root node */
|
/** Current node, root node */
|
||||||
Dot3DS::Node* mCurrentNode, *mRootNode;
|
D3DS::Node* mCurrentNode, *mRootNode;
|
||||||
|
|
||||||
/** Scene under construction */
|
/** Scene under construction */
|
||||||
Dot3DS::Scene* mScene;
|
D3DS::Scene* mScene;
|
||||||
|
|
||||||
/** Ambient base color of the scene */
|
/** Ambient base color of the scene */
|
||||||
aiColor3D mClrAmbient;
|
aiColor3D mClrAmbient;
|
||||||
|
|
|
@ -65,7 +65,7 @@ using namespace Assimp;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a string enclosed in double quotation marks. buffer must point to "
|
// read a string (may be enclosed in double quotation marks). buffer must point to "
|
||||||
#define AI_AC_GET_STRING(out) \
|
#define AI_AC_GET_STRING(out) \
|
||||||
++buffer; \
|
++buffer; \
|
||||||
const char* sz = buffer; \
|
const char* sz = buffer; \
|
||||||
|
@ -167,7 +167,8 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
|
||||||
{
|
{
|
||||||
// load the children of this object recursively
|
// load the children of this object recursively
|
||||||
obj.children.reserve(num);
|
obj.children.reserve(num);
|
||||||
LoadObjectSection(obj.children);
|
for (unsigned int i = 0; i < num; ++i)
|
||||||
|
LoadObjectSection(obj.children);
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -218,12 +219,16 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
|
||||||
obj.vertices.push_back(aiVector3D());
|
obj.vertices.push_back(aiVector3D());
|
||||||
aiVector3D& v = obj.vertices.back();
|
aiVector3D& v = obj.vertices.back();
|
||||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
|
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
|
||||||
|
//std::swap(v.z,v.y);
|
||||||
|
v.z *= -1.f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (TokenMatch(buffer,"numsurf",7))
|
else if (TokenMatch(buffer,"numsurf",7))
|
||||||
{
|
{
|
||||||
SkipSpaces(&buffer);
|
SkipSpaces(&buffer);
|
||||||
|
|
||||||
|
bool Q3DWorkAround = false;
|
||||||
|
|
||||||
const unsigned int t = strtol10(buffer,&buffer);
|
const unsigned int t = strtol10(buffer,&buffer);
|
||||||
obj.surfaces.reserve(t);
|
obj.surfaces.reserve(t);
|
||||||
for (unsigned int i = 0; i < t;++i)
|
for (unsigned int i = 0; i < t;++i)
|
||||||
|
@ -231,9 +236,17 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
|
||||||
GetNextLine();
|
GetNextLine();
|
||||||
if (!TokenMatch(buffer,"SURF",4))
|
if (!TokenMatch(buffer,"SURF",4))
|
||||||
{
|
{
|
||||||
DefaultLogger::get()->error("AC3D: SURF token was expected");
|
// FIX: this can occur for some files - Quick 3D for
|
||||||
|
// example writes no surf chunks
|
||||||
|
if (!Q3DWorkAround)
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->warn("AC3D: SURF token was expected");
|
||||||
|
DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
|
||||||
|
}
|
||||||
--buffer; // make sure the line is processed a second time
|
--buffer; // make sure the line is processed a second time
|
||||||
break;
|
// break; --- see fix notes above
|
||||||
|
|
||||||
|
Q3DWorkAround = true;
|
||||||
}
|
}
|
||||||
SkipSpaces(&buffer);
|
SkipSpaces(&buffer);
|
||||||
obj.surfaces.push_back(Surface());
|
obj.surfaces.push_back(Surface());
|
||||||
|
@ -254,6 +267,16 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
|
||||||
}
|
}
|
||||||
else if (TokenMatch(buffer,"refs",4))
|
else if (TokenMatch(buffer,"refs",4))
|
||||||
{
|
{
|
||||||
|
// --- see fix notes above
|
||||||
|
if (Q3DWorkAround)
|
||||||
|
{
|
||||||
|
if (!surf.entries.empty())
|
||||||
|
{
|
||||||
|
buffer -= 6;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
SkipSpaces(&buffer);
|
SkipSpaces(&buffer);
|
||||||
const unsigned int m = strtol10(buffer);
|
const unsigned int m = strtol10(buffer);
|
||||||
surf.entries.reserve(m);
|
surf.entries.reserve(m);
|
||||||
|
@ -612,11 +635,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
|
||||||
// print the file format version to the console
|
// print the file format version to the console
|
||||||
unsigned int version = HexDigitToDecimal( buffer[4] );
|
unsigned int version = HexDigitToDecimal( buffer[4] );
|
||||||
char msg[3];
|
char msg[3];
|
||||||
#if defined(_MSC_VER)
|
itoa10(msg,3,version);
|
||||||
::_itoa(version,msg,10);
|
|
||||||
#else
|
|
||||||
snprintf(msg, 3, "%d", version); //itoa is not available under linux
|
|
||||||
#endif
|
|
||||||
DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
|
DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
|
||||||
|
|
||||||
std::vector<Material> materials;
|
std::vector<Material> materials;
|
||||||
|
@ -685,6 +704,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
|
||||||
// build output arrays
|
// build output arrays
|
||||||
if (meshes.empty())
|
if (meshes.empty())
|
||||||
{
|
{
|
||||||
|
throw new ImportErrorException("An unknown error occured during converting");
|
||||||
}
|
}
|
||||||
pScene->mNumMeshes = (unsigned int)meshes.size();
|
pScene->mNumMeshes = (unsigned int)meshes.size();
|
||||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||||
|
|
|
@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#include "MaterialSystem.h"
|
#include "MaterialSystem.h"
|
||||||
#include "StringComparison.h"
|
#include "StringComparison.h"
|
||||||
#include "TextureTransform.h"
|
#include "TextureTransform.h"
|
||||||
|
#include "SkeletonMeshBuilder.h"
|
||||||
|
|
||||||
// utilities
|
// utilities
|
||||||
#include "fast_atof.h"
|
#include "fast_atof.h"
|
||||||
|
@ -78,12 +79,13 @@ bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
||||||
return false;
|
return false;
|
||||||
std::string extension = pFile.substr( pos);
|
std::string extension = pFile.substr( pos);
|
||||||
|
|
||||||
// Either ASE or ASK
|
// Either ASE, ASC or ASK
|
||||||
return !(extension.length() < 4 || extension[0] != '.' ||
|
return !(extension.length() < 4 || extension[0] != '.' ||
|
||||||
extension[1] != 'a' && extension[1] != 'A' ||
|
extension[1] != 'a' && extension[1] != 'A' ||
|
||||||
extension[2] != 's' && extension[2] != 'S' ||
|
extension[2] != 's' && extension[2] != 'S' ||
|
||||||
extension[3] != 'e' && extension[3] != 'E' &&
|
extension[3] != 'e' && extension[3] != 'E' &&
|
||||||
extension[3] != 'k' && extension[3] != 'K');
|
extension[3] != 'k' && extension[3] != 'K' &&
|
||||||
|
extension[3] != 'c' && extension[3] != 'C');
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
@ -96,8 +98,8 @@ void ASEImporter::SetupProperties(const Importer* pImp)
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Imports the given file into the given scene structure.
|
// Imports the given file into the given scene structure.
|
||||||
void ASEImporter::InternReadFile(
|
void ASEImporter::InternReadFile( const std::string& pFile,
|
||||||
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
aiScene* pScene, IOSystem* pIOHandler)
|
||||||
{
|
{
|
||||||
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
||||||
|
|
||||||
|
@ -122,53 +124,77 @@ void ASEImporter::InternReadFile(
|
||||||
mParser = &parser;
|
mParser = &parser;
|
||||||
mParser->Parse();
|
mParser->Parse();
|
||||||
|
|
||||||
// if absolutely no material has been loaded from the file
|
// Check whether we loaded at least one mesh. If we did - generate
|
||||||
// we need to generate a default material
|
// materials and copy meshes.
|
||||||
GenerateDefaultMaterial();
|
if ( !mParser->m_vMeshes.empty())
|
||||||
|
|
||||||
// process all meshes
|
|
||||||
bool tookNormals = false;
|
|
||||||
std::vector<aiMesh*> avOutMeshes;
|
|
||||||
avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
|
|
||||||
for (std::vector<ASE::Mesh>::iterator
|
|
||||||
i = mParser->m_vMeshes.begin();
|
|
||||||
i != mParser->m_vMeshes.end();++i)
|
|
||||||
{
|
{
|
||||||
if ((*i).bSkip)continue;
|
// if absolutely no material has been loaded from the file
|
||||||
|
// we need to generate a default material
|
||||||
|
GenerateDefaultMaterial();
|
||||||
|
|
||||||
TransformVertices(*i);
|
// process all meshes
|
||||||
|
bool tookNormals = false;
|
||||||
|
std::vector<aiMesh*> avOutMeshes;
|
||||||
|
avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
|
||||||
|
for (std::vector<ASE::Mesh>::iterator
|
||||||
|
i = mParser->m_vMeshes.begin();
|
||||||
|
i != mParser->m_vMeshes.end();++i)
|
||||||
|
{
|
||||||
|
if ((*i).bSkip)continue;
|
||||||
|
|
||||||
// now we need to create proper meshes from the import we need to
|
// now we need to create proper meshes from the import we
|
||||||
// split them by materials, build valid vertex/face lists ...
|
// need to split them by materials, build valid vertex/
|
||||||
BuildUniqueRepresentation(*i);
|
// face lists ...
|
||||||
|
BuildUniqueRepresentation(*i);
|
||||||
|
|
||||||
// need to generate proper vertex normals if necessary
|
// need to generate proper vertex normals if necessary
|
||||||
if(GenerateNormals(*i))tookNormals = true;
|
if(GenerateNormals(*i))
|
||||||
|
tookNormals = true;
|
||||||
|
|
||||||
// convert all meshes to aiMesh objects
|
// convert all meshes to aiMesh objects
|
||||||
ConvertMeshes(*i,avOutMeshes);
|
ConvertMeshes(*i,avOutMeshes);
|
||||||
}
|
}
|
||||||
if (tookNormals)
|
if (tookNormals)
|
||||||
{
|
{
|
||||||
DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
|
DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
|
||||||
"the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS option if you "
|
"the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS option if you "
|
||||||
"experience problems");
|
"experience problems");
|
||||||
|
}
|
||||||
|
|
||||||
|
// now build the output mesh list. Remove dummies
|
||||||
|
pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
|
||||||
|
aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||||
|
for (std::vector<aiMesh*>::const_iterator
|
||||||
|
i = avOutMeshes.begin();
|
||||||
|
i != avOutMeshes.end();++i)
|
||||||
|
{
|
||||||
|
if (!(*i)->mNumFaces)continue;
|
||||||
|
*pp++ = *i;
|
||||||
|
}
|
||||||
|
pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
|
||||||
|
|
||||||
|
// build final material indices (remove submaterials and setup
|
||||||
|
// the final list)
|
||||||
|
BuildMaterialIndices();
|
||||||
}
|
}
|
||||||
|
|
||||||
// now build the output mesh list. remove dummies
|
// Copy all scene graph nodes - lights, cameras, dummies and meshes
|
||||||
pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
|
// into one large array
|
||||||
aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
|
||||||
for (std::vector<aiMesh*>::const_iterator
|
+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
|
||||||
i = avOutMeshes.begin();
|
|
||||||
i != avOutMeshes.end();++i)
|
|
||||||
{
|
|
||||||
if (!(*i)->mNumFaces)continue;
|
|
||||||
*pp++ = *i;
|
|
||||||
}
|
|
||||||
pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
|
|
||||||
|
|
||||||
// buil final material indices (remove submaterials and make the final list)
|
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
|
||||||
BuildMaterialIndices();
|
end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
|
||||||
|
for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
|
||||||
|
end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
|
||||||
|
for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
|
||||||
|
end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
|
||||||
|
for (std::vector<ASE::Dummy>::iterator it = mParser->m_vDummies.begin(),
|
||||||
|
end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
|
||||||
|
|
||||||
|
// process target cameras and target lights (
|
||||||
|
// generate animation channels for them and adjust the node graph)
|
||||||
|
// ProcessTargets();
|
||||||
|
|
||||||
// build the final node graph
|
// build the final node graph
|
||||||
BuildNodes();
|
BuildNodes();
|
||||||
|
@ -181,6 +207,15 @@ void ASEImporter::InternReadFile(
|
||||||
|
|
||||||
// build output lights
|
// build output lights
|
||||||
BuildLights();
|
BuildLights();
|
||||||
|
|
||||||
|
// TODO: STRANGE RESULTS ATM
|
||||||
|
// If we have no meshes use the SkeletonMeshBuilder helper class
|
||||||
|
// to build a mesh for the animation skeleton
|
||||||
|
if (!pScene->mNumMeshes)
|
||||||
|
{
|
||||||
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||||
|
SkeletonMeshBuilder skeleton(pScene);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void ASEImporter::GenerateDefaultMaterial()
|
void ASEImporter::GenerateDefaultMaterial()
|
||||||
|
@ -208,7 +243,7 @@ void ASEImporter::GenerateDefaultMaterial()
|
||||||
mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
|
mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
|
||||||
mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
|
mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
|
||||||
mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
|
mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
|
||||||
mat.mShading = Dot3DSFile::Gouraud;
|
mat.mShading = Discreet3DS::Gouraud;
|
||||||
mat.mName = AI_DEFAULT_MATERIAL_NAME;
|
mat.mName = AI_DEFAULT_MATERIAL_NAME;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -217,48 +252,69 @@ void ASEImporter::GenerateDefaultMaterial()
|
||||||
void ASEImporter::BuildAnimations()
|
void ASEImporter::BuildAnimations()
|
||||||
{
|
{
|
||||||
// check whether we have at least one mesh which has animations
|
// check whether we have at least one mesh which has animations
|
||||||
std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();
|
std::vector<ASE::BaseNode*>::iterator i = nodes.begin();
|
||||||
unsigned int iNum = 0;
|
unsigned int iNum = 0;
|
||||||
for (;i != mParser->m_vMeshes.end();++i)
|
for (;i != nodes.end();++i)
|
||||||
{
|
{
|
||||||
if ((*i).bSkip)continue;
|
// TODO: Implement Bezier & TCB support
|
||||||
if ((*i).mAnim.akeyPositions.size() > 1 || (*i).mAnim.akeyRotations.size() > 1)
|
if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK)
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
|
||||||
|
"This is not supported.");
|
||||||
|
}
|
||||||
|
if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK)
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
|
||||||
|
"This is not supported.");
|
||||||
|
}
|
||||||
|
if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK)
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
|
||||||
|
"This is not supported.");
|
||||||
|
}
|
||||||
|
|
||||||
|
// We compare against 1 here - firstly one key is not
|
||||||
|
// really an animation and secondly MAX writes dummies
|
||||||
|
// that represent the node transformation.
|
||||||
|
if ((*i)->mAnim.akeyPositions.size() > 1 ||
|
||||||
|
(*i)->mAnim.akeyRotations.size() > 1 ||
|
||||||
|
(*i)->mAnim.akeyScaling.size() > 1)
|
||||||
|
{
|
||||||
++iNum;
|
++iNum;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (iNum)
|
if (iNum)
|
||||||
{
|
{
|
||||||
// Generate a new animation channel and setup everything for it
|
// Generate a new animation channel and setup everything for it
|
||||||
pcScene->mNumAnimations = 1;
|
pcScene->mNumAnimations = 1;
|
||||||
pcScene->mAnimations = new aiAnimation*[1];
|
pcScene->mAnimations = new aiAnimation*[1];
|
||||||
aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
|
aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
|
||||||
pcAnim->mNumChannels = iNum;
|
pcAnim->mNumChannels = iNum;
|
||||||
pcAnim->mChannels = new aiNodeAnim*[iNum];
|
pcAnim->mChannels = new aiNodeAnim*[iNum];
|
||||||
pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
|
pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
|
||||||
|
|
||||||
iNum = 0;
|
iNum = 0;
|
||||||
i = mParser->m_vMeshes.begin();
|
|
||||||
|
|
||||||
// Now iterate through all meshes and collect all data we can find
|
// Now iterate through all meshes and collect all data we can find
|
||||||
for (;i != mParser->m_vMeshes.end();++i)
|
for (i = nodes.begin();i != nodes.end();++i)
|
||||||
{
|
{
|
||||||
if ((*i).bSkip)continue; // mesh unreferenced?
|
if ((*i)->mAnim.akeyPositions.size() > 1 || (*i)->mAnim.akeyRotations.size() > 1)
|
||||||
if ((*i).mAnim.akeyPositions.size() > 1 || (*i).mAnim.akeyRotations.size() > 1)
|
|
||||||
{
|
{
|
||||||
// Begin a new node animation channel for this node
|
// Begin a new node animation channel for this node
|
||||||
aiNodeAnim* pcNodeAnim = pcAnim->mChannels[iNum++] = new aiNodeAnim();
|
aiNodeAnim* pcNodeAnim = pcAnim->mChannels[iNum++] = new aiNodeAnim();
|
||||||
pcNodeAnim->mNodeName.Set((*i).mName);
|
pcNodeAnim->mNodeName.Set((*i)->mName);
|
||||||
|
|
||||||
// copy position keys
|
// copy position keys
|
||||||
if ((*i).mAnim.akeyPositions.size() > 1 )
|
if ((*i)->mAnim.akeyPositions.size() > 1 )
|
||||||
{
|
{
|
||||||
// Allocate the key array and fill it
|
// Allocate the key array and fill it
|
||||||
pcNodeAnim->mNumPositionKeys = (unsigned int) (*i).mAnim.akeyPositions.size();
|
pcNodeAnim->mNumPositionKeys = (unsigned int) (*i)->mAnim.akeyPositions.size();
|
||||||
pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
|
pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
|
||||||
|
|
||||||
::memcpy(pcNodeAnim->mPositionKeys,&(*i).mAnim.akeyPositions[0],
|
::memcpy(pcNodeAnim->mPositionKeys,&(*i)->mAnim.akeyPositions[0],
|
||||||
pcNodeAnim->mNumPositionKeys * sizeof(aiVectorKey));
|
pcNodeAnim->mNumPositionKeys * sizeof(aiVectorKey));
|
||||||
|
|
||||||
// get the longest node anim here
|
// get the longest node anim channel
|
||||||
for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq)
|
for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq)
|
||||||
{
|
{
|
||||||
pcAnim->mDuration = std::max(pcAnim->mDuration,
|
pcAnim->mDuration = std::max(pcAnim->mDuration,
|
||||||
|
@ -266,23 +322,39 @@ void ASEImporter::BuildAnimations()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// copy rotation keys
|
// copy rotation keys
|
||||||
if ((*i).mAnim.akeyRotations.size() > 1 )
|
if ((*i)->mAnim.akeyRotations.size() > 1 )
|
||||||
{
|
{
|
||||||
// Allocate the key array and fill it
|
// Allocate the key array and fill it
|
||||||
pcNodeAnim->mNumRotationKeys = (unsigned int) (*i).mAnim.akeyPositions.size();
|
pcNodeAnim->mNumRotationKeys = (unsigned int) (*i)->mAnim.akeyRotations.size();
|
||||||
pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
|
pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumRotationKeys];
|
||||||
|
|
||||||
::memcpy(pcNodeAnim->mRotationKeys,&(*i).mAnim.akeyRotations[0],
|
::memcpy(pcNodeAnim->mRotationKeys,&(*i)->mAnim.akeyRotations[0],
|
||||||
pcNodeAnim->mNumRotationKeys * sizeof(aiQuatKey));
|
pcNodeAnim->mNumRotationKeys * sizeof(aiQuatKey));
|
||||||
|
|
||||||
// get the longest node anim here
|
// get the longest node anim channel
|
||||||
for (unsigned int qq = 0; qq < pcNodeAnim->mNumRotationKeys;++qq)
|
for (unsigned int qq = 0; qq < pcNodeAnim->mNumRotationKeys;++qq)
|
||||||
{
|
{
|
||||||
pcAnim->mDuration = std::max(pcAnim->mDuration,
|
pcAnim->mDuration = std::max(pcAnim->mDuration,
|
||||||
pcNodeAnim->mRotationKeys[qq].mTime);
|
pcNodeAnim->mRotationKeys[qq].mTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// there are no scaling keys
|
// copy scaling keys
|
||||||
|
if ((*i)->mAnim.akeyScaling.size() > 1 )
|
||||||
|
{
|
||||||
|
// Allocate the key array and fill it
|
||||||
|
pcNodeAnim->mNumScalingKeys = (unsigned int) (*i)->mAnim.akeyScaling.size();
|
||||||
|
pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumScalingKeys];
|
||||||
|
|
||||||
|
::memcpy(pcNodeAnim->mScalingKeys,&(*i)->mAnim.akeyScaling[0],
|
||||||
|
pcNodeAnim->mNumScalingKeys * sizeof(aiVectorKey));
|
||||||
|
|
||||||
|
// get the longest node anim channel
|
||||||
|
for (unsigned int qq = 0; qq < pcNodeAnim->mNumScalingKeys;++qq)
|
||||||
|
{
|
||||||
|
pcAnim->mDuration = std::max(pcAnim->mDuration,
|
||||||
|
pcNodeAnim->mScalingKeys[qq].mTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -306,6 +378,8 @@ void ASEImporter::BuildCameras()
|
||||||
out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
|
out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
|
||||||
out->mHorizontalFOV = in.mFOV;
|
out->mHorizontalFOV = in.mFOV;
|
||||||
|
|
||||||
|
// TODO: Implement proper camera target
|
||||||
|
|
||||||
out->mName.Set(in.mName);
|
out->mName.Set(in.mName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -324,8 +398,32 @@ void ASEImporter::BuildLights()
|
||||||
aiLight* out = pcScene->mLights[i] = new aiLight();
|
aiLight* out = pcScene->mLights[i] = new aiLight();
|
||||||
ASE::Light& in = mParser->m_vLights[i];
|
ASE::Light& in = mParser->m_vLights[i];
|
||||||
|
|
||||||
|
// The direction is encoded in the transformation
|
||||||
|
// matrix of the node. In 3DS MAX the light source
|
||||||
|
// points in negative Z direction if the node
|
||||||
|
// transformation is the identity.
|
||||||
|
out->mDirection = aiVector3D(0.f,0.f,-1.f);
|
||||||
|
|
||||||
out->mName.Set(in.mName);
|
out->mName.Set(in.mName);
|
||||||
out->mType = aiLightSource_POINT;
|
switch (in.mLightType)
|
||||||
|
{
|
||||||
|
case ASE::Light::TARGET:
|
||||||
|
out->mType = aiLightSource_SPOT;
|
||||||
|
out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
|
||||||
|
out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff)
|
||||||
|
: out->mAngleInnerCone);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case ASE::Light::DIRECTIONAL:
|
||||||
|
|
||||||
|
out->mType = aiLightSource_DIRECTIONAL;
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
//case ASE::Light::OMNI:
|
||||||
|
out->mType = aiLightSource_POINT;
|
||||||
|
break;
|
||||||
|
};
|
||||||
out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
|
out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -447,12 +545,12 @@ void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
|
||||||
}
|
}
|
||||||
|
|
||||||
// add sub nodes
|
// add sub nodes
|
||||||
aiMatrix4x4 mNewAbs = mat * node->mTransformation;
|
// aiMatrix4x4 mNewAbs = mat * node->mTransformation;
|
||||||
|
|
||||||
// prevent stack overflow
|
// prevent stack overflow
|
||||||
if (node->mName != node->mParent->mName)
|
if (node->mName != node->mParent->mName)
|
||||||
{
|
{
|
||||||
AddNodes(nodes,node,node->mName.data,mNewAbs);
|
AddNodes(nodes,node,node->mName.data,snode->mTransform);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -479,22 +577,22 @@ void ASEImporter::BuildNodes()
|
||||||
pcScene->mRootNode->mMeshes = 0;
|
pcScene->mRootNode->mMeshes = 0;
|
||||||
pcScene->mRootNode->mName.Set("<root>");
|
pcScene->mRootNode->mName.Set("<root>");
|
||||||
|
|
||||||
// generate a full list of all scenegraph elements we have
|
// Setup the coordinate system transformation
|
||||||
std::vector<BaseNode*> nodes;
|
pcScene->mRootNode->mTransformation.c3 *= -1.f;
|
||||||
nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
|
pcScene->mRootNode->mNumChildren = 1;
|
||||||
+ mParser->m_vCameras.size());
|
pcScene->mRootNode->mChildren = new aiNode*[1];
|
||||||
|
pcScene->mRootNode->mChildren[0] = new aiNode();
|
||||||
|
|
||||||
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
|
// Change the transformation matrix of all nodes
|
||||||
end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
|
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();
|
||||||
|
it != end; ++it)
|
||||||
for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
|
{
|
||||||
end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
|
aiMatrix4x4& m = (*it)->mTransform;
|
||||||
|
m.Transpose(); // row-order vs column-order
|
||||||
for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
|
}
|
||||||
end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
|
|
||||||
|
|
||||||
// add all nodes
|
// add all nodes
|
||||||
AddNodes(nodes,pcScene->mRootNode,NULL);
|
AddNodes(nodes,pcScene->mRootNode->mChildren[0],NULL);
|
||||||
|
|
||||||
// now iterate through al nodes and find those that have not yet
|
// now iterate through al nodes and find those that have not yet
|
||||||
// been added to the nodegraph (= their parent could not be recognized)
|
// been added to the nodegraph (= their parent could not be recognized)
|
||||||
|
@ -566,11 +664,15 @@ void ASEImporter::BuildNodes()
|
||||||
pcScene->mMeshes[i]->mColors[2] = NULL;
|
pcScene->mMeshes[i]->mColors[2] = NULL;
|
||||||
|
|
||||||
// if there is only one subnode, set it as root node
|
// if there is only one subnode, set it as root node
|
||||||
if (1 == pcScene->mRootNode->mNumChildren)
|
// FIX: The sub node may not have animations assigned
|
||||||
|
if (1 == pcScene->mRootNode->mNumChildren && !pcScene->mNumAnimations)
|
||||||
{
|
{
|
||||||
|
aiNode* cc = pcScene->mRootNode->mChildren[0];
|
||||||
aiNode* pc = pcScene->mRootNode;
|
aiNode* pc = pcScene->mRootNode;
|
||||||
pcScene->mRootNode = pcScene->mRootNode->mChildren[0];
|
|
||||||
|
pcScene->mRootNode = cc;
|
||||||
pcScene->mRootNode->mParent = NULL;
|
pcScene->mRootNode->mParent = NULL;
|
||||||
|
cc->mTransformation = pc->mTransformation * cc->mTransformation;
|
||||||
|
|
||||||
// make sure the destructor won't delete us ...
|
// make sure the destructor won't delete us ...
|
||||||
delete[] pc->mChildren;
|
delete[] pc->mChildren;
|
||||||
|
@ -586,14 +688,6 @@ void ASEImporter::BuildNodes()
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
|
||||||
void ASEImporter::TransformVertices(ASE::Mesh& mesh)
|
|
||||||
{
|
|
||||||
// the matrix data is stored in column-major format,
|
|
||||||
// but we need row major
|
|
||||||
mesh.mTransform.Transpose();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
||||||
{
|
{
|
||||||
|
@ -633,16 +727,16 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
||||||
}
|
}
|
||||||
|
|
||||||
// iterate through all faces in the mesh
|
// iterate through all faces in the mesh
|
||||||
unsigned int iCurrent = 0;
|
unsigned int iCurrent = 0, fi = 0;
|
||||||
for (std::vector<ASE::Face>::iterator
|
for (std::vector<ASE::Face>::iterator
|
||||||
i = mesh.mFaces.begin();
|
i = mesh.mFaces.begin();
|
||||||
i != mesh.mFaces.end();++i)
|
i != mesh.mFaces.end();++i,++fi)
|
||||||
{
|
{
|
||||||
for (unsigned int n = 0; n < 3;++n,++iCurrent)
|
for (unsigned int n = 0; n < 3;++n,++iCurrent)
|
||||||
{
|
{
|
||||||
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
|
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
|
||||||
//std::swap((float&)mPositions[iCurrent].z,(float&)mPositions[iCurrent].y); // DX-to-OGL
|
//std::swap((float&)mPositions[iCurrent].z,(float&)mPositions[iCurrent].y); // DX-to-OGL
|
||||||
mPositions[iCurrent].y *= -1.f;
|
//mPositions[iCurrent].y *= -1.f;
|
||||||
|
|
||||||
// add texture coordinates
|
// add texture coordinates
|
||||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
||||||
|
@ -661,11 +755,11 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
||||||
// add normal vectors
|
// add normal vectors
|
||||||
if (!mesh.mNormals.empty())
|
if (!mesh.mNormals.empty())
|
||||||
{
|
{
|
||||||
mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
|
mNormals[iCurrent] = mesh.mNormals[fi*3+n];
|
||||||
mNormals[iCurrent].Normalize();
|
mNormals[iCurrent].Normalize();
|
||||||
|
|
||||||
//std::swap((float&)mNormals[iCurrent].z,(float&)mNormals[iCurrent].y); // DX-to-OGL
|
//std::swap((float&)mNormals[iCurrent].z,(float&)mNormals[iCurrent].y); // DX-to-OGL
|
||||||
mNormals[iCurrent].y *= -1.0f;
|
//mNormals[iCurrent].y *= -1.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// handle bone vertices
|
// handle bone vertices
|
||||||
|
@ -722,11 +816,11 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
||||||
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
|
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
|
||||||
}
|
}
|
||||||
// if there is no shininess, we can disable phong lighting
|
// if there is no shininess, we can disable phong lighting
|
||||||
else if (Dot3DS::Dot3DSFile::Metal == mat.mShading ||
|
else if (D3DS::Discreet3DS::Metal == mat.mShading ||
|
||||||
Dot3DS::Dot3DSFile::Phong == mat.mShading ||
|
D3DS::Discreet3DS::Phong == mat.mShading ||
|
||||||
Dot3DS::Dot3DSFile::Blinn == mat.mShading)
|
D3DS::Discreet3DS::Blinn == mat.mShading)
|
||||||
{
|
{
|
||||||
mat.mShading = Dot3DS::Dot3DSFile::Gouraud;
|
mat.mShading = D3DS::Discreet3DS::Gouraud;
|
||||||
}
|
}
|
||||||
|
|
||||||
// opacity
|
// opacity
|
||||||
|
@ -737,24 +831,24 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
||||||
aiShadingMode eShading = aiShadingMode_NoShading;
|
aiShadingMode eShading = aiShadingMode_NoShading;
|
||||||
switch (mat.mShading)
|
switch (mat.mShading)
|
||||||
{
|
{
|
||||||
case Dot3DS::Dot3DSFile::Flat:
|
case D3DS::Discreet3DS::Flat:
|
||||||
eShading = aiShadingMode_Flat; break;
|
eShading = aiShadingMode_Flat; break;
|
||||||
case Dot3DS::Dot3DSFile::Phong :
|
case D3DS::Discreet3DS::Phong :
|
||||||
eShading = aiShadingMode_Phong; break;
|
eShading = aiShadingMode_Phong; break;
|
||||||
case Dot3DS::Dot3DSFile::Blinn :
|
case D3DS::Discreet3DS::Blinn :
|
||||||
eShading = aiShadingMode_Blinn; break;
|
eShading = aiShadingMode_Blinn; break;
|
||||||
|
|
||||||
// I don't know what "Wire" shading should be,
|
// I don't know what "Wire" shading should be,
|
||||||
// assume it is simple lambertian diffuse (L dot N) shading
|
// assume it is simple lambertian diffuse (L dot N) shading
|
||||||
case Dot3DS::Dot3DSFile::Wire:
|
case D3DS::Discreet3DS::Wire:
|
||||||
case Dot3DS::Dot3DSFile::Gouraud:
|
case D3DS::Discreet3DS::Gouraud:
|
||||||
eShading = aiShadingMode_Gouraud; break;
|
eShading = aiShadingMode_Gouraud; break;
|
||||||
case Dot3DS::Dot3DSFile::Metal :
|
case D3DS::Discreet3DS::Metal :
|
||||||
eShading = aiShadingMode_CookTorrance; break;
|
eShading = aiShadingMode_CookTorrance; break;
|
||||||
}
|
}
|
||||||
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
|
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
|
||||||
|
|
||||||
if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
|
if (D3DS::Discreet3DS::Wire == mat.mShading)
|
||||||
{
|
{
|
||||||
// set the wireframe flag
|
// set the wireframe flag
|
||||||
unsigned int iWire = 1;
|
unsigned int iWire = 1;
|
||||||
|
@ -1190,7 +1284,7 @@ void ASEImporter::BuildMaterialIndices()
|
||||||
|
|
||||||
// allocate the output material array
|
// allocate the output material array
|
||||||
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
||||||
Dot3DS::Material** pcIntMaterials = new Dot3DS::Material*[pcScene->mNumMaterials];
|
D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
|
||||||
|
|
||||||
unsigned int iNum = 0;
|
unsigned int iNum = 0;
|
||||||
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
|
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
|
||||||
|
|
|
@ -83,7 +83,7 @@ protected:
|
||||||
*/
|
*/
|
||||||
void GetExtensionList(std::string& append)
|
void GetExtensionList(std::string& append)
|
||||||
{
|
{
|
||||||
append.append("*.ase;*.ask");
|
append.append("*.ase;*.ask;*.asc");
|
||||||
}
|
}
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
|
@ -116,12 +116,6 @@ protected:
|
||||||
*/
|
*/
|
||||||
void BuildUniqueRepresentation(ASE::Mesh& mesh);
|
void BuildUniqueRepresentation(ASE::Mesh& mesh);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
|
||||||
/** Transform all vertices with the inverse transformation
|
|
||||||
* matrix of the mesh
|
|
||||||
* \param mesh Mesh to work on
|
|
||||||
*/
|
|
||||||
void TransformVertices(ASE::Mesh& mesh);
|
|
||||||
/** Create one-material-per-mesh meshes ;-)
|
/** Create one-material-per-mesh meshes ;-)
|
||||||
* \param mesh Mesh to work with
|
* \param mesh Mesh to work with
|
||||||
* \param Receives the list of all created meshes
|
* \param Receives the list of all created meshes
|
||||||
|
@ -192,6 +186,8 @@ protected:
|
||||||
/** Scene to be filled */
|
/** Scene to be filled */
|
||||||
aiScene* pcScene;
|
aiScene* pcScene;
|
||||||
|
|
||||||
|
std::vector<BaseNode*> nodes;
|
||||||
|
|
||||||
/** Config options: Recompute the normals in every case - WA
|
/** Config options: Recompute the normals in every case - WA
|
||||||
for 3DS Max broken ASE normal export */
|
for 3DS Max broken ASE normal export */
|
||||||
bool configRecomputeNormals;
|
bool configRecomputeNormals;
|
||||||
|
|
|
@ -135,8 +135,7 @@ void Parser::LogWarning(const char* szWarn)
|
||||||
#if _MSC_VER >= 1400
|
#if _MSC_VER >= 1400
|
||||||
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
||||||
#else
|
#else
|
||||||
ai_assert(strlen(szWarn) < 950);
|
snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
|
||||||
sprintf(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// output the warning to the logger ...
|
// output the warning to the logger ...
|
||||||
|
@ -151,8 +150,7 @@ void Parser::LogInfo(const char* szWarn)
|
||||||
#if _MSC_VER >= 1400
|
#if _MSC_VER >= 1400
|
||||||
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
||||||
#else
|
#else
|
||||||
ai_assert(strlen(szWarn) < 950);
|
snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
|
||||||
sprintf(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// output the information to the logger ...
|
// output the information to the logger ...
|
||||||
|
@ -167,8 +165,7 @@ void Parser::LogError(const char* szWarn)
|
||||||
#if _MSC_VER >= 1400
|
#if _MSC_VER >= 1400
|
||||||
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
||||||
#else
|
#else
|
||||||
ai_assert(strlen(szWarn) < 950);
|
snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
|
||||||
sprintf(szTemp,"Line %i: %s",iLineNumber,szWarn);
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// throw an exception
|
// throw an exception
|
||||||
|
@ -241,10 +238,10 @@ void Parser::Parse()
|
||||||
unsigned int iVersion;
|
unsigned int iVersion;
|
||||||
ParseLV4MeshLong(iVersion);
|
ParseLV4MeshLong(iVersion);
|
||||||
|
|
||||||
if (200 != iVersion)
|
if (iVersion > 200)
|
||||||
{
|
{
|
||||||
LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
|
LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
|
||||||
be 200. Continuing happily ...");
|
be <=200. Continuing happily ...");
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
@ -254,7 +251,8 @@ void Parser::Parse()
|
||||||
ParseLV1SceneBlock();
|
ParseLV1SceneBlock();
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// "group"
|
// "group" - no implementation yet, in facte
|
||||||
|
// we're just ignoring them for the moment
|
||||||
if (TokenMatch(m_szFile,"GROUP",5))
|
if (TokenMatch(m_szFile,"GROUP",5))
|
||||||
{
|
{
|
||||||
Parse();
|
Parse();
|
||||||
|
@ -271,15 +269,15 @@ void Parser::Parse()
|
||||||
|
|
||||||
{
|
{
|
||||||
m_vMeshes.push_back(Mesh());
|
m_vMeshes.push_back(Mesh());
|
||||||
ParseLV1GeometryObjectBlock(m_vMeshes.back());
|
ParseLV1ObjectBlock(m_vMeshes.back());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// helper object = dummy in the hierarchy
|
// helper object = dummy in the hierarchy
|
||||||
if (TokenMatch(m_szFile,"HELPEROBJECT",12))
|
if (TokenMatch(m_szFile,"HELPEROBJECT",12))
|
||||||
|
|
||||||
{
|
{
|
||||||
m_vMeshes.push_back(Mesh());
|
m_vDummies.push_back(Dummy());
|
||||||
ParseLV1GeometryObjectBlock(m_vMeshes.back());
|
ParseLV1ObjectBlock(m_vDummies.back());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// light object
|
// light object
|
||||||
|
@ -287,14 +285,14 @@ void Parser::Parse()
|
||||||
|
|
||||||
{
|
{
|
||||||
m_vLights.push_back(Light());
|
m_vLights.push_back(Light());
|
||||||
ParseLV1LightObjectBlock(m_vLights.back());
|
ParseLV1ObjectBlock(m_vLights.back());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// camera object
|
// camera object
|
||||||
if (TokenMatch(m_szFile,"CAMERAOBJECT",12))
|
if (TokenMatch(m_szFile,"CAMERAOBJECT",12))
|
||||||
{
|
{
|
||||||
m_vCameras.push_back(Camera());
|
m_vCameras.push_back(Camera());
|
||||||
ParseLV1CameraObjectBlock(m_vCameras.back());
|
ParseLV1ObjectBlock(m_vCameras.back());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// comment - print it on the console
|
// comment - print it on the console
|
||||||
|
@ -436,24 +434,24 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
|
||||||
{
|
{
|
||||||
if (TokenMatch(m_szFile,"Blinn",5))
|
if (TokenMatch(m_szFile,"Blinn",5))
|
||||||
{
|
{
|
||||||
mat.mShading = Dot3DSFile::Blinn;
|
mat.mShading = Discreet3DS::Blinn;
|
||||||
}
|
}
|
||||||
else if (TokenMatch(m_szFile,"Phong",5))
|
else if (TokenMatch(m_szFile,"Phong",5))
|
||||||
{
|
{
|
||||||
mat.mShading = Dot3DSFile::Phong;
|
mat.mShading = Discreet3DS::Phong;
|
||||||
}
|
}
|
||||||
else if (TokenMatch(m_szFile,"Flat",4))
|
else if (TokenMatch(m_szFile,"Flat",4))
|
||||||
{
|
{
|
||||||
mat.mShading = Dot3DSFile::Flat;
|
mat.mShading = Discreet3DS::Flat;
|
||||||
}
|
}
|
||||||
else if (TokenMatch(m_szFile,"Wire",4))
|
else if (TokenMatch(m_szFile,"Wire",4))
|
||||||
{
|
{
|
||||||
mat.mShading = Dot3DSFile::Wire;
|
mat.mShading = Discreet3DS::Wire;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// assume gouraud shading
|
// assume gouraud shading
|
||||||
mat.mShading = Dot3DSFile::Gouraud;
|
mat.mShading = Discreet3DS::Gouraud;
|
||||||
SkipToNextToken();
|
SkipToNextToken();
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
|
@ -572,13 +570,28 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
|
||||||
void Parser::ParseLV3MapBlock(Texture& map)
|
void Parser::ParseLV3MapBlock(Texture& map)
|
||||||
{
|
{
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
|
|
||||||
|
// *BITMAP should not be there if *MAP_CLASS is not BITMAP,
|
||||||
|
// but we need to expect that case ... if the path is
|
||||||
|
// empty the texture won't be used later.
|
||||||
|
bool parsePath = true;
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
|
// type of map
|
||||||
|
if (TokenMatch(m_szFile,"MAP_CLASS" ,9))
|
||||||
|
{
|
||||||
|
std::string temp;
|
||||||
|
if(!ParseString(temp,"*MAP_CLASS"))
|
||||||
|
SkipToNextToken();
|
||||||
|
if (temp != "Bitmap")
|
||||||
|
parsePath = false;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
// path to the texture
|
// path to the texture
|
||||||
if (TokenMatch(m_szFile,"BITMAP" ,6))
|
if (parsePath && TokenMatch(m_szFile,"BITMAP" ,6))
|
||||||
{
|
{
|
||||||
if(!ParseString(map.mMapName,"*BITMAP"))
|
if(!ParseString(map.mMapName,"*BITMAP"))
|
||||||
SkipToNextToken();
|
SkipToNextToken();
|
||||||
|
@ -664,33 +677,7 @@ bool Parser::ParseString(std::string& out,const char* szName)
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
bool Parser::ParseSharedNodeInfo(ASE::BaseNode& mesh)
|
void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node)
|
||||||
{
|
|
||||||
// name of the mesh/node
|
|
||||||
if (TokenMatch(m_szFile,"NODE_NAME" ,9))
|
|
||||||
{
|
|
||||||
if(!ParseString(mesh.mName,"*NODE_NAME"))
|
|
||||||
SkipToNextToken();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
// name of the parent of the node
|
|
||||||
if (TokenMatch(m_szFile,"NODE_PARENT" ,11) )
|
|
||||||
{
|
|
||||||
if(!ParseString(mesh.mParent,"*NODE_PARENT"))
|
|
||||||
SkipToNextToken();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
// transformation matrix of the node
|
|
||||||
if (TokenMatch(m_szFile,"NODE_TM" ,7))
|
|
||||||
{
|
|
||||||
ParseLV2NodeTransformBlock(mesh);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
|
||||||
void Parser::ParseLV1LightObjectBlock(ASE::Light& light)
|
|
||||||
{
|
{
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
while (true)
|
while (true)
|
||||||
|
@ -698,51 +685,94 @@ void Parser::ParseLV1LightObjectBlock(ASE::Light& light)
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
// first process common tokens such as node name and transform
|
|
||||||
if (ParseSharedNodeInfo(light))continue;
|
|
||||||
// light settings
|
|
||||||
if (TokenMatch(m_szFile,"LIGHT_SETTINGS" ,14))
|
|
||||||
{
|
|
||||||
ParseLV2LightSettingsBlock(light);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// type of the light source
|
|
||||||
if (TokenMatch(m_szFile,"LIGHT_TYPE" ,10))
|
|
||||||
{
|
|
||||||
if (!ASSIMP_strincmp("omni",m_szFile,4))
|
|
||||||
{
|
|
||||||
light.mLightType = ASE::Light::OMNI;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// TODO: use std::string as parameter for LogWarning
|
|
||||||
LogWarning("Unknown kind of light source");
|
|
||||||
}
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
AI_ASE_HANDLE_TOP_LEVEL_SECTION(iDepth);
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
|
||||||
void Parser::ParseLV1CameraObjectBlock(ASE::Camera& camera)
|
|
||||||
{
|
|
||||||
int iDepth = 0;
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
if ('*' == *m_szFile)
|
|
||||||
{
|
|
||||||
++m_szFile;
|
|
||||||
// first process common tokens such as node name and transform
|
// first process common tokens such as node name and transform
|
||||||
if (ParseSharedNodeInfo(camera))continue;
|
// name of the mesh/node
|
||||||
// Camera settings
|
if (TokenMatch(m_szFile,"NODE_NAME" ,9))
|
||||||
if (TokenMatch(m_szFile,"CAMERA_SETTINGS" ,15))
|
|
||||||
{
|
{
|
||||||
ParseLV2CameraSettingsBlock(camera);
|
if(!ParseString(node.mName,"*NODE_NAME"))
|
||||||
|
SkipToNextToken();
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
// name of the parent of the node
|
||||||
|
if (TokenMatch(m_szFile,"NODE_PARENT" ,11) )
|
||||||
|
{
|
||||||
|
if(!ParseString(node.mParent,"*NODE_PARENT"))
|
||||||
|
SkipToNextToken();
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// transformation matrix of the node
|
||||||
|
if (TokenMatch(m_szFile,"NODE_TM" ,7))
|
||||||
|
{
|
||||||
|
ParseLV2NodeTransformBlock(node);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// animation data of the node
|
||||||
|
if (TokenMatch(m_szFile,"TM_ANIMATION" ,12))
|
||||||
|
{
|
||||||
|
ParseLV2AnimationBlock(node);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (node.mType == BaseNode::Light)
|
||||||
|
{
|
||||||
|
// light settings
|
||||||
|
if (TokenMatch(m_szFile,"LIGHT_SETTINGS" ,14))
|
||||||
|
{
|
||||||
|
ParseLV2LightSettingsBlock((ASE::Light&)node);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// type of the light source
|
||||||
|
if (TokenMatch(m_szFile,"LIGHT_TYPE" ,10))
|
||||||
|
{
|
||||||
|
if (!ASSIMP_strincmp("omni",m_szFile,4))
|
||||||
|
{
|
||||||
|
((ASE::Light&)node).mLightType = ASE::Light::OMNI;
|
||||||
|
}
|
||||||
|
else if (!ASSIMP_strincmp("target",m_szFile,6))
|
||||||
|
{
|
||||||
|
((ASE::Light&)node).mLightType = ASE::Light::TARGET;
|
||||||
|
}
|
||||||
|
else if (!ASSIMP_strincmp("free",m_szFile,4))
|
||||||
|
{
|
||||||
|
((ASE::Light&)node).mLightType = ASE::Light::FREE;
|
||||||
|
}
|
||||||
|
else if (!ASSIMP_strincmp("directional",m_szFile,11))
|
||||||
|
{
|
||||||
|
((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// TODO: use std::string as parameter for LogWarning
|
||||||
|
LogWarning("Unknown kind of light source");
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (node.mType == BaseNode::Camera)
|
||||||
|
{
|
||||||
|
// Camera settings
|
||||||
|
if (TokenMatch(m_szFile,"CAMERA_SETTINGS" ,15))
|
||||||
|
{
|
||||||
|
ParseLV2CameraSettingsBlock((ASE::Camera&)node);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (node.mType == BaseNode::Mesh)
|
||||||
|
{
|
||||||
|
// mesh data
|
||||||
|
if (TokenMatch(m_szFile,"MESH" ,4))
|
||||||
|
{
|
||||||
|
ParseLV2MeshBlock((ASE::Mesh&)node);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// mesh material index
|
||||||
|
if (TokenMatch(m_szFile,"MATERIAL_REF" ,12))
|
||||||
|
{
|
||||||
|
ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
AI_ASE_HANDLE_TOP_LEVEL_SECTION(iDepth);
|
AI_ASE_HANDLE_TOP_LEVEL_SECTION(iDepth);
|
||||||
}
|
}
|
||||||
|
@ -798,6 +828,16 @@ void Parser::ParseLV2LightSettingsBlock(ASE::Light& light)
|
||||||
ParseLV4MeshFloat(light.mIntensity);
|
ParseLV4MeshFloat(light.mIntensity);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
if (TokenMatch(m_szFile,"LIGHT_HOTSPOT" ,13))
|
||||||
|
{
|
||||||
|
ParseLV4MeshFloat(light.mAngle);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (TokenMatch(m_szFile,"LIGHT_FALLOFF" ,13))
|
||||||
|
{
|
||||||
|
ParseLV4MeshFloat(light.mFalloff);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
AI_ASE_HANDLE_SECTION(iDepth,"2","LIGHT_SETTINGS");
|
AI_ASE_HANDLE_SECTION(iDepth,"2","LIGHT_SETTINGS");
|
||||||
}
|
}
|
||||||
|
@ -805,79 +845,122 @@ void Parser::ParseLV2LightSettingsBlock(ASE::Light& light)
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void Parser::ParseLV1GeometryObjectBlock(ASE::Mesh& mesh)
|
void Parser::ParseLV2AnimationBlock(ASE::BaseNode& mesh)
|
||||||
{
|
{
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
|
|
||||||
|
ASE::Animation* anim = &mesh.mAnim;
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
|
if (TokenMatch(m_szFile,"NODE_NAME" ,9))
|
||||||
|
{
|
||||||
|
std::string temp;
|
||||||
|
if(!ParseString(temp,"*NODE_NAME"))
|
||||||
|
SkipToNextToken();
|
||||||
|
|
||||||
if (ParseSharedNodeInfo(mesh))continue;
|
// If the name of the node contains .target it
|
||||||
|
// represents an animated camera or spot light
|
||||||
|
// target.
|
||||||
|
if (std::string::npos != temp.find(".Target"))
|
||||||
|
{
|
||||||
|
if (mesh.mType != BaseNode::Camera &&
|
||||||
|
(mesh.mType != BaseNode::Light ||
|
||||||
|
((ASE::Light&)mesh).mLightType != ASE::Light::TARGET))
|
||||||
|
{ /* it is not absolutely sure we know the type of the light source yet */
|
||||||
|
|
||||||
// mesh data
|
DefaultLogger::get()->error("ASE: Found target animation channel "
|
||||||
if (TokenMatch(m_szFile,"MESH" ,4))
|
"but the node is neither a camera nor a spot light");
|
||||||
{
|
anim = NULL;
|
||||||
ParseLV2MeshBlock(mesh);
|
}
|
||||||
|
else anim = &mesh.mTargetAnim;
|
||||||
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// mesh material index
|
|
||||||
if (TokenMatch(m_szFile,"MATERIAL_REF" ,12))
|
|
||||||
{
|
|
||||||
ParseLV4MeshLong(mesh.iMaterialIndex);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// animation data of the node
|
|
||||||
if (TokenMatch(m_szFile,"TM_ANIMATION" ,12))
|
|
||||||
{
|
|
||||||
ParseLV2AnimationBlock(mesh);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
AI_ASE_HANDLE_TOP_LEVEL_SECTION(iDepth);
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
|
||||||
void Parser::ParseLV2AnimationBlock(ASE::Mesh& mesh)
|
|
||||||
{
|
|
||||||
int iDepth = 0;
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
if ('*' == *m_szFile)
|
|
||||||
{
|
|
||||||
++m_szFile;
|
|
||||||
// position keyframes
|
// position keyframes
|
||||||
if (TokenMatch(m_szFile,"CONTROL_POS_TRACK" ,17))
|
if (TokenMatch(m_szFile,"CONTROL_POS_TRACK" ,17) ||
|
||||||
|
TokenMatch(m_szFile,"CONTROL_POS_BEZIER" ,18) ||
|
||||||
|
TokenMatch(m_szFile,"CONTROL_POS_TCB" ,15))
|
||||||
{
|
{
|
||||||
ParseLV3PosAnimationBlock(mesh);continue;
|
if (!anim)SkipSection();
|
||||||
|
else ParseLV3PosAnimationBlock(*anim);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// scaling keyframes
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_SCALE_TRACK" ,19) ||
|
||||||
|
TokenMatch(m_szFile,"CONTROL_SCALE_BEZIER" ,20) ||
|
||||||
|
TokenMatch(m_szFile,"CONTROL_SCALE_TCB" ,17))
|
||||||
|
{
|
||||||
|
if (!anim || anim == &mesh.mTargetAnim)
|
||||||
|
{
|
||||||
|
// Target animation channels may have no rotation channels
|
||||||
|
DefaultLogger::get()->error("ASE: Ignoring scaling channel in target animation");
|
||||||
|
SkipSection();
|
||||||
|
}
|
||||||
|
else ParseLV3ScaleAnimationBlock(*anim);
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
// rotation keyframes
|
// rotation keyframes
|
||||||
if (TokenMatch(m_szFile,"CONTROL_ROT_TRACK" ,17))
|
if (TokenMatch(m_szFile,"CONTROL_ROT_TRACK" ,17) ||
|
||||||
|
TokenMatch(m_szFile,"CONTROL_ROT_BEZIER" ,18) ||
|
||||||
|
TokenMatch(m_szFile,"CONTROL_ROT_TCB" ,15))
|
||||||
{
|
{
|
||||||
ParseLV3RotAnimationBlock(mesh);continue;
|
if (!anim || anim == &mesh.mTargetAnim)
|
||||||
|
{
|
||||||
|
// Target animation channels may have no rotation channels
|
||||||
|
DefaultLogger::get()->error("ASE: Ignoring rotation channel in target animation");
|
||||||
|
SkipSection();
|
||||||
|
}
|
||||||
|
else ParseLV3RotAnimationBlock(*anim);
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
AI_ASE_HANDLE_SECTION(iDepth,"2","TM_ANIMATION");
|
AI_ASE_HANDLE_SECTION(iDepth,"2","TM_ANIMATION");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void Parser::ParseLV3PosAnimationBlock(ASE::Mesh& mesh)
|
void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
|
||||||
{
|
{
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
|
unsigned int iIndex;
|
||||||
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
// position keyframe
|
|
||||||
if (TokenMatch(m_szFile,"CONTROL_POS_SAMPLE" ,18))
|
|
||||||
{
|
|
||||||
unsigned int iIndex;
|
|
||||||
mesh.mAnim.akeyPositions.push_back(aiVectorKey());
|
|
||||||
aiVectorKey& key = mesh.mAnim.akeyPositions.back();
|
|
||||||
|
|
||||||
|
bool b = false;
|
||||||
|
|
||||||
|
// For the moment we're just reading the three floats -
|
||||||
|
// we ignore the ádditional information for bezier's and TCBs
|
||||||
|
|
||||||
|
// simple scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_SCALE_SAMPLE" ,20))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mScalingType = ASE::Animation::TRACK;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bezier scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_BEZIER_SCALE_KEY" ,24))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mScalingType = ASE::Animation::BEZIER;
|
||||||
|
}
|
||||||
|
// TCB scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_TCB_SCALE_KEY" ,21))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mScalingType = ASE::Animation::TCB;
|
||||||
|
}
|
||||||
|
if (b)
|
||||||
|
{
|
||||||
|
anim.akeyScaling.push_back(aiVectorKey());
|
||||||
|
aiVectorKey& key = anim.akeyScaling.back();
|
||||||
ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
|
ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
|
||||||
key.mTime = (double)iIndex;
|
key.mTime = (double)iIndex;
|
||||||
}
|
}
|
||||||
|
@ -886,22 +969,90 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Mesh& mesh)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void Parser::ParseLV3RotAnimationBlock(ASE::Mesh& mesh)
|
void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
|
||||||
{
|
{
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
|
unsigned int iIndex;
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
// rotation keyframe
|
|
||||||
|
bool b = false;
|
||||||
|
|
||||||
|
// For the moment we're just reading the three floats -
|
||||||
|
// we ignore the ádditional information for bezier's and TCBs
|
||||||
|
|
||||||
|
// simple scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_POS_SAMPLE" ,18))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mPositionType = ASE::Animation::TRACK;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bezier scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_BEZIER_POS_KEY" ,22))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mPositionType = ASE::Animation::BEZIER;
|
||||||
|
}
|
||||||
|
// TCB scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_TCB_POS_KEY" ,19))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mPositionType = ASE::Animation::TCB;
|
||||||
|
}
|
||||||
|
if (b)
|
||||||
|
{
|
||||||
|
anim.akeyPositions.push_back(aiVectorKey());
|
||||||
|
aiVectorKey& key = anim.akeyPositions.back();
|
||||||
|
ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
|
||||||
|
key.mTime = (double)iIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
AI_ASE_HANDLE_SECTION(iDepth,"3","*CONTROL_POS_TRACK");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
|
||||||
|
{
|
||||||
|
int iDepth = 0;
|
||||||
|
unsigned int iIndex;
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
if ('*' == *m_szFile)
|
||||||
|
{
|
||||||
|
++m_szFile;
|
||||||
|
|
||||||
|
bool b = false;
|
||||||
|
|
||||||
|
// For the moment we're just reading the floats -
|
||||||
|
// we ignore the ádditional information for bezier's and TCBs
|
||||||
|
|
||||||
|
// simple scaling keyframe
|
||||||
if (TokenMatch(m_szFile,"CONTROL_ROT_SAMPLE" ,18))
|
if (TokenMatch(m_szFile,"CONTROL_ROT_SAMPLE" ,18))
|
||||||
{
|
{
|
||||||
unsigned int iIndex;
|
b = true;
|
||||||
mesh.mAnim.akeyRotations.push_back(aiQuatKey());
|
anim.mRotationType = ASE::Animation::TRACK;
|
||||||
aiQuatKey& key = mesh.mAnim.akeyRotations.back();
|
}
|
||||||
|
|
||||||
// first read the axis, then the angle in radians
|
// Bezier scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_BEZIER_ROT_KEY" ,22))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mRotationType = ASE::Animation::BEZIER;
|
||||||
|
}
|
||||||
|
// TCB scaling keyframe
|
||||||
|
if (TokenMatch(m_szFile,"CONTROL_TCB_ROT_KEY" ,19))
|
||||||
|
{
|
||||||
|
b = true;
|
||||||
|
anim.mRotationType = ASE::Animation::TCB;
|
||||||
|
}
|
||||||
|
if (b)
|
||||||
|
{
|
||||||
|
anim.akeyRotations.push_back(aiQuatKey());
|
||||||
|
aiQuatKey& key = anim.akeyRotations.back();
|
||||||
aiVector3D v;float f;
|
aiVector3D v;float f;
|
||||||
ParseLV4MeshFloatTriple(&v.x,iIndex);
|
ParseLV4MeshFloatTriple(&v.x,iIndex);
|
||||||
ParseLV4MeshFloat(f);
|
ParseLV4MeshFloat(f);
|
||||||
|
@ -916,64 +1067,103 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Mesh& mesh)
|
||||||
void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
|
void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
|
||||||
{
|
{
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
|
int mode = 0;
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
// first row of the transformation matrix
|
// name of the node
|
||||||
if (TokenMatch(m_szFile,"TM_ROW0" ,7))
|
if (TokenMatch(m_szFile,"NODE_NAME" ,9))
|
||||||
{
|
{
|
||||||
ParseLV4MeshFloatTriple(mesh.mTransform[0]);
|
std::string temp;
|
||||||
continue;
|
if(!ParseString(temp,"*NODE_NAME"))
|
||||||
}
|
SkipToNextToken();
|
||||||
// second row of the transformation matrix
|
|
||||||
if (TokenMatch(m_szFile,"TM_ROW1" ,7))
|
|
||||||
{
|
|
||||||
ParseLV4MeshFloatTriple(mesh.mTransform[1]);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// third row of the transformation matrix
|
|
||||||
if (TokenMatch(m_szFile,"TM_ROW2" ,7))
|
|
||||||
{
|
|
||||||
ParseLV4MeshFloatTriple(mesh.mTransform[2]);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// fourth row of the transformation matrix
|
|
||||||
if (TokenMatch(m_szFile,"TM_ROW3" ,7))
|
|
||||||
{
|
|
||||||
ParseLV4MeshFloatTriple(mesh.mTransform[3]);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// inherited position axes
|
|
||||||
if (TokenMatch(m_szFile,"INHERIT_POS" ,11))
|
|
||||||
{
|
|
||||||
unsigned int aiVal[3];
|
|
||||||
ParseLV4MeshLongTriple(aiVal);
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < 3;++i)
|
std::string::size_type s;
|
||||||
mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
|
if (temp == mesh.mName)
|
||||||
|
{
|
||||||
|
mode = 1;
|
||||||
|
}
|
||||||
|
else if (std::string::npos != (s = temp.find(".Target")) &&
|
||||||
|
mesh.mName == temp.substr(0,s))
|
||||||
|
{
|
||||||
|
// This should be either a target light or a target camera
|
||||||
|
if ( mesh.mType == BaseNode::Light && ((ASE::Light&)mesh) .mLightType == ASE::Light::TARGET ||
|
||||||
|
mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET)
|
||||||
|
{
|
||||||
|
mode = 2;
|
||||||
|
}
|
||||||
|
else DefaultLogger::get()->error("ASE: Ignoring target transform, "
|
||||||
|
"this is no spot light or target camera");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->error("ASE: Unknown node transformation: " + temp);
|
||||||
|
// mode = 0
|
||||||
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// inherited rotation axes
|
if (mode)
|
||||||
if (TokenMatch(m_szFile,"INHERIT_ROT" ,11))
|
|
||||||
{
|
{
|
||||||
unsigned int aiVal[3];
|
// fourth row of the transformation matrix - and also the
|
||||||
ParseLV4MeshLongTriple(aiVal);
|
// only information here that is interesting for targets
|
||||||
|
if (TokenMatch(m_szFile,"TM_ROW3" ,7))
|
||||||
|
{
|
||||||
|
ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (mode == 1)
|
||||||
|
{
|
||||||
|
// first row of the transformation matrix
|
||||||
|
if (TokenMatch(m_szFile,"TM_ROW0" ,7))
|
||||||
|
{
|
||||||
|
ParseLV4MeshFloatTriple(mesh.mTransform[0]);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// second row of the transformation matrix
|
||||||
|
if (TokenMatch(m_szFile,"TM_ROW1" ,7))
|
||||||
|
{
|
||||||
|
ParseLV4MeshFloatTriple(mesh.mTransform[1]);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// third row of the transformation matrix
|
||||||
|
if (TokenMatch(m_szFile,"TM_ROW2" ,7))
|
||||||
|
{
|
||||||
|
ParseLV4MeshFloatTriple(mesh.mTransform[2]);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// inherited position axes
|
||||||
|
if (TokenMatch(m_szFile,"INHERIT_POS" ,11))
|
||||||
|
{
|
||||||
|
unsigned int aiVal[3];
|
||||||
|
ParseLV4MeshLongTriple(aiVal);
|
||||||
|
|
||||||
for (unsigned int i = 0; i < 3;++i)
|
for (unsigned int i = 0; i < 3;++i)
|
||||||
mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
|
mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
// inherited scaling axes
|
// inherited rotation axes
|
||||||
if (TokenMatch(m_szFile,"INHERIT_SCL" ,11))
|
if (TokenMatch(m_szFile,"INHERIT_ROT" ,11))
|
||||||
{
|
{
|
||||||
unsigned int aiVal[3];
|
unsigned int aiVal[3];
|
||||||
ParseLV4MeshLongTriple(aiVal);
|
ParseLV4MeshLongTriple(aiVal);
|
||||||
|
|
||||||
for (unsigned int i = 0; i < 3;++i)
|
for (unsigned int i = 0; i < 3;++i)
|
||||||
mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
|
mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
|
||||||
continue;
|
continue;
|
||||||
|
}
|
||||||
|
// inherited scaling axes
|
||||||
|
if (TokenMatch(m_szFile,"INHERIT_SCL" ,11))
|
||||||
|
{
|
||||||
|
unsigned int aiVal[3];
|
||||||
|
ParseLV4MeshLongTriple(aiVal);
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < 3;++i)
|
||||||
|
mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
AI_ASE_HANDLE_SECTION(iDepth,"2","*NODE_TM");
|
AI_ASE_HANDLE_SECTION(iDepth,"2","*NODE_TM");
|
||||||
|
@ -1493,45 +1683,58 @@ void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
|
||||||
void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
|
void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
|
||||||
{
|
{
|
||||||
// allocate enough storage for the normals
|
// allocate enough storage for the normals
|
||||||
sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D( 0.f, 0.f, 0.f ));
|
sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
|
||||||
|
|
||||||
int iDepth = 0;
|
int iDepth = 0;
|
||||||
unsigned int iIndex = 0;
|
unsigned int iIndex = 0, faceIdx = 0xffffffff;
|
||||||
|
|
||||||
// just smooth both vertex and face normals together, so it will still
|
// just smooth both vertex and face normals together, so it will still
|
||||||
// work if one oneof the two is missing ...
|
// work if one one of the two is missing ...
|
||||||
// FIX: ASE normals aren't orhotnormal and not really usable for us
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if ('*' == *m_szFile)
|
if ('*' == *m_szFile)
|
||||||
{
|
{
|
||||||
++m_szFile;
|
++m_szFile;
|
||||||
if (TokenMatch(m_szFile,"MESH_VERTEXNORMAL",17))
|
if (0xffffffff != faceIdx && TokenMatch(m_szFile,"MESH_VERTEXNORMAL",17))
|
||||||
{
|
{
|
||||||
aiVector3D vNormal;
|
aiVector3D vNormal;
|
||||||
ParseLV4MeshFloatTriple(&vNormal.x,iIndex);
|
ParseLV4MeshFloatTriple(&vNormal.x,iIndex);
|
||||||
|
|
||||||
if (iIndex >= sMesh.mNormals.size())
|
if (iIndex == sMesh.mFaces[faceIdx].mIndices[0])
|
||||||
{
|
{
|
||||||
LogWarning("Normal index is too large");
|
iIndex = 0;
|
||||||
|
}
|
||||||
|
else if (iIndex != sMesh.mFaces[faceIdx].mIndices[1])
|
||||||
|
{
|
||||||
|
iIndex = 1;
|
||||||
|
}
|
||||||
|
else if (iIndex != sMesh.mFaces[faceIdx].mIndices[2])
|
||||||
|
{
|
||||||
|
iIndex = 2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
LogWarning("Normal index doesn't fit to face index");
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
sMesh.mNormals[iIndex] += vNormal;
|
// We'll renormalized later
|
||||||
|
sMesh.mNormals[faceIdx*3 + iIndex] += vNormal;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
if (TokenMatch(m_szFile,"MESH_FACENORMAL",15))
|
if (TokenMatch(m_szFile,"MESH_FACENORMAL",15))
|
||||||
{
|
{
|
||||||
aiVector3D vNormal;
|
aiVector3D vNormal;
|
||||||
ParseLV4MeshFloatTriple(&vNormal.x,iIndex);
|
ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
|
||||||
|
|
||||||
if (iIndex >= sMesh.mFaces.size())
|
if (iIndex >= sMesh.mFaces.size())
|
||||||
{
|
{
|
||||||
LogWarning("Face normal index is too large");
|
LogWarning("Face normal index is too large");
|
||||||
|
faceIdx = 0xffffffff;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
for (unsigned int i = 0; i<3; ++i)
|
sMesh.mNormals[faceIdx*3] += vNormal;
|
||||||
{
|
sMesh.mNormals[faceIdx*3 +1] += vNormal;
|
||||||
sMesh.mNormals[sMesh.mFaces[iIndex].mIndices[i]] += vNormal;
|
sMesh.mNormals[faceIdx*3 +2] += vNormal;
|
||||||
}
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
119
code/ASEParser.h
119
code/ASEParser.h
|
@ -60,17 +60,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
// ASE is quite similar to 3ds. We can reuse some structures
|
// ASE is quite similar to 3ds. We can reuse some structures
|
||||||
#include "3DSLoader.h"
|
#include "3DSLoader.h"
|
||||||
|
|
||||||
namespace Assimp
|
namespace Assimp {
|
||||||
{
|
namespace ASE {
|
||||||
|
|
||||||
// http://wiki.beyondunreal.com/Legacy:ASE_File_Format
|
using namespace D3DS;
|
||||||
namespace ASE
|
|
||||||
{
|
|
||||||
using namespace Dot3DS;
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** Helper structure representing an ASE material */
|
/** Helper structure representing an ASE material */
|
||||||
struct Material : public Dot3DS::Material
|
struct Material : public D3DS::Material
|
||||||
{
|
{
|
||||||
//! Default constructor
|
//! Default constructor
|
||||||
Material() : pcInstance(NULL), bNeed (false)
|
Material() : pcInstance(NULL), bNeed (false)
|
||||||
|
@ -159,12 +156,34 @@ struct BoneVertex
|
||||||
/** Helper structure to represent an ASE file animation */
|
/** Helper structure to represent an ASE file animation */
|
||||||
struct Animation
|
struct Animation
|
||||||
{
|
{
|
||||||
//! List of rotation keyframes
|
enum Type
|
||||||
|
{
|
||||||
|
TRACK = 0x0,
|
||||||
|
BEZIER = 0x1,
|
||||||
|
TCB = 0x2
|
||||||
|
} mRotationType, mScalingType, mPositionType;
|
||||||
|
|
||||||
|
Animation()
|
||||||
|
: mRotationType (TRACK)
|
||||||
|
, mScalingType (TRACK)
|
||||||
|
, mPositionType (TRACK)
|
||||||
|
{}
|
||||||
|
|
||||||
|
/** ONLY ONE OF THESE SETS IS USED
|
||||||
|
*
|
||||||
|
* Bezier and TCB channels are converted to a normal
|
||||||
|
* trac later.
|
||||||
|
*/
|
||||||
|
|
||||||
|
//! List of track rotation keyframes
|
||||||
std::vector< aiQuatKey > akeyRotations;
|
std::vector< aiQuatKey > akeyRotations;
|
||||||
|
|
||||||
//! List of position keyframes
|
//! List of track position keyframes
|
||||||
std::vector< aiVectorKey > akeyPositions;
|
std::vector< aiVectorKey > akeyPositions;
|
||||||
|
|
||||||
|
//! List of track scaling keyframes
|
||||||
|
std::vector< aiVectorKey > akeyScaling;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
|
@ -217,10 +236,20 @@ struct BaseNode
|
||||||
//! Transformation matrix of the node
|
//! Transformation matrix of the node
|
||||||
aiMatrix4x4 mTransform;
|
aiMatrix4x4 mTransform;
|
||||||
|
|
||||||
|
//! Target position (target lights and cameras)
|
||||||
|
aiVector3D mTargetPosition;
|
||||||
|
|
||||||
//! Specifies which axes transformations a node inherits
|
//! Specifies which axes transformations a node inherits
|
||||||
//! from its parent ...
|
//! from its parent ...
|
||||||
InheritanceInfo inherit;
|
InheritanceInfo inherit;
|
||||||
|
|
||||||
|
//! Animation channels for the node
|
||||||
|
Animation mAnim;
|
||||||
|
|
||||||
|
//! Needed for lights and cameras: target animation channel
|
||||||
|
//! Should contain position keys only.
|
||||||
|
Animation mTargetAnim;
|
||||||
|
|
||||||
bool mProcessed;
|
bool mProcessed;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -253,9 +282,6 @@ struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
|
||||||
//! List of all bones
|
//! List of all bones
|
||||||
std::vector<Bone> mBones;
|
std::vector<Bone> mBones;
|
||||||
|
|
||||||
//! Animation channels for the node
|
|
||||||
Animation mAnim;
|
|
||||||
|
|
||||||
//! Material index of the mesh
|
//! Material index of the mesh
|
||||||
unsigned int iMaterialIndex;
|
unsigned int iMaterialIndex;
|
||||||
|
|
||||||
|
@ -272,7 +298,10 @@ struct Light : public BaseNode
|
||||||
{
|
{
|
||||||
enum LightType
|
enum LightType
|
||||||
{
|
{
|
||||||
OMNI
|
OMNI,
|
||||||
|
TARGET,
|
||||||
|
FREE,
|
||||||
|
DIRECTIONAL
|
||||||
};
|
};
|
||||||
|
|
||||||
//! Constructor.
|
//! Constructor.
|
||||||
|
@ -281,28 +310,51 @@ struct Light : public BaseNode
|
||||||
, mLightType (OMNI)
|
, mLightType (OMNI)
|
||||||
, mColor (1.f,1.f,1.f)
|
, mColor (1.f,1.f,1.f)
|
||||||
, mIntensity (1.f) // light is white by default
|
, mIntensity (1.f) // light is white by default
|
||||||
|
, mAngle (45.f)
|
||||||
|
, mFalloff (0.f)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
LightType mLightType;
|
LightType mLightType;
|
||||||
aiColor3D mColor;
|
aiColor3D mColor;
|
||||||
float mIntensity;
|
float mIntensity;
|
||||||
|
float mAngle; // in degrees
|
||||||
|
float mFalloff;
|
||||||
};
|
};
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** Helper structure to represent an ASE camera */
|
/** Helper structure to represent an ASE camera */
|
||||||
struct Camera : public BaseNode
|
struct Camera : public BaseNode
|
||||||
{
|
{
|
||||||
|
enum CameraType
|
||||||
|
{
|
||||||
|
FREE,
|
||||||
|
TARGET
|
||||||
|
};
|
||||||
|
|
||||||
//! Constructor
|
//! Constructor
|
||||||
Camera()
|
Camera()
|
||||||
: BaseNode (BaseNode::Camera)
|
: BaseNode (BaseNode::Camera)
|
||||||
, mFOV (0.75f) // in radians
|
, mFOV (0.75f) // in radians
|
||||||
, mNear (0.1f)
|
, mNear (0.1f)
|
||||||
, mFar (1000.f) // could be zero
|
, mFar (1000.f) // could be zero
|
||||||
|
, mCameraType (FREE)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
float mFOV, mNear, mFar;
|
float mFOV, mNear, mFar;
|
||||||
|
CameraType mCameraType;
|
||||||
|
};
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
/** Helper structure to represent an ASE helper object (dummy) */
|
||||||
|
struct Dummy : public BaseNode
|
||||||
|
{
|
||||||
|
//! Constructor
|
||||||
|
Dummy()
|
||||||
|
: BaseNode (BaseNode::Dummy)
|
||||||
|
{
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------------
|
||||||
|
@ -337,26 +389,9 @@ private:
|
||||||
void ParseLV1MaterialListBlock();
|
void ParseLV1MaterialListBlock();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
//! Parse a *GEOMOBJECT block in a file
|
//! Parse a *<xxx>OBJECT block in a file
|
||||||
//! \param mesh Mesh object to be filled
|
//! \param mesh Node to be filled
|
||||||
void ParseLV1GeometryObjectBlock(Mesh& mesh);
|
void ParseLV1ObjectBlock(BaseNode& mesh);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
|
||||||
//! Parse a *LIGHTOBJECT block in a file
|
|
||||||
//! \param light Light object to be filled
|
|
||||||
void ParseLV1LightObjectBlock(Light& mesh);
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
|
||||||
//! Parse a *CAMERAOBJECT block in a file
|
|
||||||
//! \param cam Camera object to be filled
|
|
||||||
void ParseLV1CameraObjectBlock(Camera& cam);
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
|
||||||
//! Parse the shared parts of the *GEOMOBJECT, *LIGHTOBJECT and
|
|
||||||
//! *CAMERAOBJECT chunks.
|
|
||||||
//! \param mesh ..
|
|
||||||
//! \return true = token parsed, get next please
|
|
||||||
bool ParseSharedNodeInfo(ASE::BaseNode& mesh);
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
//! Parse a *MATERIAL blocks in a material list
|
//! Parse a *MATERIAL blocks in a material list
|
||||||
|
@ -371,9 +406,10 @@ private:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
//! Parse a *TM_ANIMATION block in a file
|
//! Parse a *TM_ANIMATION block in a file
|
||||||
//! \param mesh Mesh object to be filled
|
//! \param mesh Mesh object to be filled
|
||||||
void ParseLV2AnimationBlock(Mesh& mesh);
|
void ParseLV2AnimationBlock(BaseNode& mesh);
|
||||||
void ParseLV3PosAnimationBlock(Mesh& mesh);
|
void ParseLV3PosAnimationBlock(ASE::Animation& anim);
|
||||||
void ParseLV3RotAnimationBlock(Mesh& mesh);
|
void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
|
||||||
|
void ParseLV3RotAnimationBlock(ASE::Animation& anim);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
//! Parse a *MESH block in a file
|
//! Parse a *MESH block in a file
|
||||||
|
@ -573,6 +609,9 @@ public:
|
||||||
//! List of all meshes found in the file
|
//! List of all meshes found in the file
|
||||||
std::vector<Mesh> m_vMeshes;
|
std::vector<Mesh> m_vMeshes;
|
||||||
|
|
||||||
|
//! List of all dummies found in the file
|
||||||
|
std::vector<Dummy> m_vDummies;
|
||||||
|
|
||||||
//! List of all lights found in the file
|
//! List of all lights found in the file
|
||||||
std::vector<Light> m_vLights;
|
std::vector<Light> m_vLights;
|
||||||
|
|
||||||
|
|
|
@ -42,6 +42,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#ifndef ASSIMP_PCH_INCLUDED
|
#ifndef ASSIMP_PCH_INCLUDED
|
||||||
#define ASSIMP_PCH_INCLUDED
|
#define ASSIMP_PCH_INCLUDED
|
||||||
|
|
||||||
|
#define ASSIMP_INTERNAL_BUILD
|
||||||
|
|
||||||
// *******************************************************************
|
// *******************************************************************
|
||||||
// Print detailled memory allocation statistics? In this case we'll
|
// Print detailled memory allocation statistics? In this case we'll
|
||||||
// need to overload all C++ memory management functions. It is assumed
|
// need to overload all C++ memory management functions. It is assumed
|
||||||
|
@ -90,7 +92,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#include "../include/aiPostProcess.h"
|
#include "../include/aiPostProcess.h"
|
||||||
#include "../include/assimp.hpp"
|
#include "../include/assimp.hpp"
|
||||||
|
|
||||||
|
|
||||||
// *******************************************************************
|
// *******************************************************************
|
||||||
// internal headers that are nearly always required
|
// internal headers that are nearly always required
|
||||||
// *******************************************************************
|
// *******************************************************************
|
||||||
|
|
|
@ -140,27 +140,31 @@ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler,
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
// Represents an import request
|
||||||
struct LoadRequest
|
struct LoadRequest
|
||||||
{
|
{
|
||||||
LoadRequest(const std::string& _file, unsigned int _flags)
|
LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map)
|
||||||
: file (_file)
|
: file (_file)
|
||||||
, flags (_flags)
|
, flags (_flags)
|
||||||
, scene (NULL)
|
, scene (NULL)
|
||||||
, refCnt (1)
|
, refCnt (1)
|
||||||
, loaded (false)
|
, loaded (false)
|
||||||
|
, map (*_map)
|
||||||
{}
|
{}
|
||||||
|
|
||||||
const std::string file;
|
const std::string file;
|
||||||
unsigned int flags;
|
unsigned int flags;
|
||||||
unsigned int refCnt;
|
unsigned int refCnt;
|
||||||
|
|
||||||
aiScene* scene;
|
aiScene* scene;
|
||||||
bool loaded;
|
bool loaded;
|
||||||
|
BatchLoader::PropertyMap map;
|
||||||
|
|
||||||
bool operator== (const std::string& f)
|
bool operator== (const std::string& f)
|
||||||
{return file == f;}
|
{return file == f;}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
// BatchLoader::pimpl data structure
|
||||||
struct BatchData
|
struct BatchData
|
||||||
{
|
{
|
||||||
// IO system to be used for all imports
|
// IO system to be used for all imports
|
||||||
|
@ -199,7 +203,8 @@ BatchLoader::~BatchLoader()
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void BatchLoader::AddLoadRequest (const std::string& file)
|
void BatchLoader::AddLoadRequest (const std::string& file,
|
||||||
|
unsigned int steps /*= 0*/, const PropertyMap* map /*= NULL*/)
|
||||||
{
|
{
|
||||||
// no threaded implementation for the moment
|
// no threaded implementation for the moment
|
||||||
BatchData* data = ( BatchData* )pimpl;
|
BatchData* data = ( BatchData* )pimpl;
|
||||||
|
@ -211,10 +216,9 @@ void BatchLoader::AddLoadRequest (const std::string& file)
|
||||||
(*it).refCnt++;
|
(*it).refCnt++;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
data->requests.push_back(LoadRequest(file,0));
|
data->requests.push_back(LoadRequest(file,steps,map));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
aiScene* BatchLoader::GetImport (const std::string& file)
|
aiScene* BatchLoader::GetImport (const std::string& file)
|
||||||
{
|
{
|
||||||
|
@ -234,7 +238,6 @@ aiScene* BatchLoader::GetImport (const std::string& file)
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void BatchLoader::LoadAll()
|
void BatchLoader::LoadAll()
|
||||||
{
|
{
|
||||||
|
@ -244,12 +247,15 @@ void BatchLoader::LoadAll()
|
||||||
for (std::list<LoadRequest>::iterator it = data->requests.begin();
|
for (std::list<LoadRequest>::iterator it = data->requests.begin();
|
||||||
it != data->requests.end(); ++it)
|
it != data->requests.end(); ++it)
|
||||||
{
|
{
|
||||||
// no postprocessing for the moment except validation
|
// force validation in debug builds
|
||||||
// in debug builds
|
unsigned int pp = (*it).flags;
|
||||||
unsigned int pp = 0;
|
|
||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
pp |= aiProcess_ValidateDataStructure;
|
pp |= aiProcess_ValidateDataStructure;
|
||||||
#endif
|
#endif
|
||||||
|
// setup config properties if necessary
|
||||||
|
data->pImporter->mFloatProperties = (*it).map.floats;
|
||||||
|
data->pImporter->mIntProperties = (*it).map.ints;
|
||||||
|
data->pImporter->mStringProperties = (*it).map.strings;
|
||||||
|
|
||||||
data->pImporter->ReadFile((*it).file,pp);
|
data->pImporter->ReadFile((*it).file,pp);
|
||||||
(*it).scene = const_cast<aiScene*>(data->pImporter->GetOrphanedScene());
|
(*it).scene = const_cast<aiScene*>(data->pImporter->GetOrphanedScene());
|
||||||
|
|
|
@ -247,6 +247,22 @@ protected:
|
||||||
*/
|
*/
|
||||||
class ASSIMP_API BatchLoader
|
class ASSIMP_API BatchLoader
|
||||||
{
|
{
|
||||||
|
// friend of Importer
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
/** Represents a full list of configuration properties
|
||||||
|
* for the importer.
|
||||||
|
*
|
||||||
|
* Properties can be set using SetGenericProperty
|
||||||
|
*/
|
||||||
|
struct PropertyMap
|
||||||
|
{
|
||||||
|
Importer::IntPropertyMap ints;
|
||||||
|
Importer::FloatPropertyMap floats;
|
||||||
|
Importer::StringPropertyMap strings;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
@ -258,10 +274,12 @@ public:
|
||||||
|
|
||||||
/** Add a new file to the list of files to be loaded.
|
/** Add a new file to the list of files to be loaded.
|
||||||
*
|
*
|
||||||
* No postprocessing steps are executed on the file
|
|
||||||
* @param file File to be loaded
|
* @param file File to be loaded
|
||||||
|
* @param steps Steps to be executed on the file
|
||||||
|
* @param map Optional configuration properties
|
||||||
*/
|
*/
|
||||||
void AddLoadRequest (const std::string& file);
|
void AddLoadRequest (const std::string& file,
|
||||||
|
unsigned int steps = 0, const PropertyMap* map = NULL);
|
||||||
|
|
||||||
|
|
||||||
/** Get an imported scene.
|
/** Get an imported scene.
|
||||||
|
|
|
@ -97,7 +97,7 @@ public:
|
||||||
T data;
|
T data;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef uint32_t KeyType;
|
typedef unsigned int KeyType;
|
||||||
typedef std::map<KeyType, Base*> PropertyMap;
|
typedef std::map<KeyType, Base*> PropertyMap;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
|
@ -117,10 +117,18 @@ void ConvertToLHProcess::Execute( aiScene* pScene)
|
||||||
// transform all normals
|
// transform all normals
|
||||||
if (pcMesh->HasNormals())
|
if (pcMesh->HasNormals())
|
||||||
{
|
{
|
||||||
mTransform.Inverse().Transpose();
|
|
||||||
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
|
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
|
||||||
pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
|
pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
|
||||||
}
|
}
|
||||||
|
// transform all tangents and all bitangents
|
||||||
|
if (pcMesh->HasTangentsAndBitangents())
|
||||||
|
{
|
||||||
|
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
|
||||||
|
{
|
||||||
|
pcMesh->mTangents[n] = mTransform * pcMesh->mTangents[n];
|
||||||
|
pcMesh->mBitangents[n] = mTransform * pcMesh->mBitangents[n];
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -118,6 +118,19 @@ bool DXFImporter::GetNextLine()
|
||||||
if(!SkipLine(&buffer))
|
if(!SkipLine(&buffer))
|
||||||
return false;
|
return false;
|
||||||
if(!SkipSpaces(&buffer))return GetNextLine();
|
if(!SkipSpaces(&buffer))return GetNextLine();
|
||||||
|
else if (*buffer == '{')
|
||||||
|
{
|
||||||
|
// some strange meta data ...
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
if(!SkipLine(&buffer))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if(SkipSpaces(&buffer) && *buffer == '}')
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return GetNextLine();
|
||||||
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -422,7 +435,10 @@ bool DXFImporter::ParsePolyLine()
|
||||||
// flags --- important that we know whether it is a polyface mesh
|
// flags --- important that we know whether it is a polyface mesh
|
||||||
case 70:
|
case 70:
|
||||||
{
|
{
|
||||||
flags = strtol10(cursor);
|
if (!flags)
|
||||||
|
{
|
||||||
|
flags = strtol10(cursor);
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -472,7 +488,7 @@ bool DXFImporter::ParsePolyLine()
|
||||||
it != end; ++it)
|
it != end; ++it)
|
||||||
{
|
{
|
||||||
unsigned int idx = *it;
|
unsigned int idx = *it;
|
||||||
if (idx > positions.size())
|
if (idx > positions.size() || !idx)
|
||||||
{
|
{
|
||||||
DefaultLogger::get()->error("DXF: Polyface mesh index os out of range");
|
DefaultLogger::get()->error("DXF: Polyface mesh index os out of range");
|
||||||
idx = (unsigned int) positions.size();
|
idx = (unsigned int) positions.size();
|
||||||
|
@ -511,7 +527,7 @@ bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned i
|
||||||
case 71: outIdx[0] = strtol10(cursor);break;
|
case 71: outIdx[0] = strtol10(cursor);break;
|
||||||
case 72: outIdx[1] = strtol10(cursor);break;
|
case 72: outIdx[1] = strtol10(cursor);break;
|
||||||
case 73: outIdx[2] = strtol10(cursor);break;
|
case 73: outIdx[2] = strtol10(cursor);break;
|
||||||
case 74: outIdx[3] = strtol10(cursor);break;
|
// case 74: outIdx[3] = strtol10(cursor);break;
|
||||||
|
|
||||||
// color
|
// color
|
||||||
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
|
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
|
||||||
|
|
|
@ -233,6 +233,8 @@ DefaultLogger::DefaultLogger( const std::string &name, LogSeverity severity ) :
|
||||||
if (name.empty())
|
if (name.empty())
|
||||||
return;
|
return;
|
||||||
m_Streams.push_back( new FileLogStream( name ) );
|
m_Streams.push_back( new FileLogStream( name ) );
|
||||||
|
|
||||||
|
noRepeatMsg = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
|
@ -262,20 +264,37 @@ void DefaultLogger::writeToStreams(const std::string &message,
|
||||||
{
|
{
|
||||||
if ( message.empty() )
|
if ( message.empty() )
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
std::string s;
|
||||||
|
if (message == lastMsg)
|
||||||
|
{
|
||||||
|
if (!noRepeatMsg)
|
||||||
|
{
|
||||||
|
noRepeatMsg = true;
|
||||||
|
s = "Skipping one or more lines with the same contents";
|
||||||
|
}
|
||||||
|
else return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
lastMsg = s = message;
|
||||||
|
noRepeatMsg = false;
|
||||||
|
}
|
||||||
|
|
||||||
for ( ConstStreamIt it = m_StreamArray.begin();
|
for ( ConstStreamIt it = m_StreamArray.begin();
|
||||||
it != m_StreamArray.end();
|
it != m_StreamArray.end();
|
||||||
++it)
|
++it)
|
||||||
{
|
{
|
||||||
if ( ErrorSev & (*it)->m_uiErrorSeverity )
|
if ( ErrorSev & (*it)->m_uiErrorSeverity )
|
||||||
{
|
{
|
||||||
(*it)->m_pStream->write( message );
|
(*it)->m_pStream->write( s);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (std::vector<LogStream*>::iterator it = m_Streams.begin();
|
for (std::vector<LogStream*>::iterator it = m_Streams.begin();
|
||||||
it != m_Streams.end();
|
it != m_Streams.end();
|
||||||
++it)
|
++it)
|
||||||
{
|
{
|
||||||
(*it)->write( message + std::string("\n"));
|
(*it)->write( s + std::string("\n"));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -109,8 +109,9 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
|
||||||
|
|
||||||
bool out = false;
|
bool out = false;
|
||||||
std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
|
std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
|
||||||
unsigned int real = 0;
|
unsigned int real = 0, realAnimations = 0;
|
||||||
|
|
||||||
|
// Process meshes
|
||||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
||||||
{
|
{
|
||||||
int result;
|
int result;
|
||||||
|
@ -131,8 +132,32 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
|
||||||
meshMapping[a] = real++;
|
meshMapping[a] = real++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Process animations
|
||||||
|
for (unsigned int a = 0; a < pScene->mNumAnimations;++a)
|
||||||
|
{
|
||||||
|
int result;
|
||||||
|
if ((result = ProcessAnimation( pScene->mAnimations[a])))
|
||||||
|
{
|
||||||
|
out = true;
|
||||||
|
|
||||||
|
if (2 == result)
|
||||||
|
{
|
||||||
|
// remove this animation
|
||||||
|
delete pScene->mAnimations[a];
|
||||||
|
AI_DEBUG_INVALIDATE_PTR(pScene->mAnimations[a]);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pScene->mAnimations[realAnimations++] = pScene->mAnimations[a];
|
||||||
|
}
|
||||||
|
|
||||||
if (out)
|
if (out)
|
||||||
{
|
{
|
||||||
|
if(!(pScene->mNumAnimations = realAnimations))
|
||||||
|
{
|
||||||
|
delete[] pScene->mAnimations;
|
||||||
|
pScene->mAnimations = NULL;
|
||||||
|
}
|
||||||
if ( real != pScene->mNumMeshes)
|
if ( real != pScene->mNumMeshes)
|
||||||
{
|
{
|
||||||
if (!real)
|
if (!real)
|
||||||
|
@ -199,7 +224,69 @@ inline bool ProcessArray(T*& in, unsigned int num,const char* name,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Executes the post processing step on the given imported data.
|
template <typename T>
|
||||||
|
inline bool AllIdentical(T* in, unsigned int num)
|
||||||
|
{
|
||||||
|
if (!num)return true;
|
||||||
|
for (unsigned int i = 0; i < num-1;++i)
|
||||||
|
{
|
||||||
|
if (in[i] != in[i+1])return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
// Search an animation for invalid content
|
||||||
|
int FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
|
||||||
|
{
|
||||||
|
bool out = false;
|
||||||
|
unsigned int real = 0;
|
||||||
|
|
||||||
|
// Process all animation channels
|
||||||
|
for (unsigned int a = 0; a < anim->mNumChannels;++a)
|
||||||
|
{
|
||||||
|
int result;
|
||||||
|
if ((result = ProcessAnimationChannel( anim->mChannels[a])))
|
||||||
|
{
|
||||||
|
out = true;
|
||||||
|
// remove this animation channel
|
||||||
|
delete anim->mChannels[a];
|
||||||
|
AI_DEBUG_INVALIDATE_PTR(anim->mChannels[a]);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
anim->mChannels[real++] = anim->mChannels[a];
|
||||||
|
}
|
||||||
|
if (out)
|
||||||
|
{
|
||||||
|
anim->mNumChannels = real;
|
||||||
|
if (!real)
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->error("Deleting anim: it consists of dummy tracks");
|
||||||
|
return 2;
|
||||||
|
}
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
int FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
|
||||||
|
{
|
||||||
|
int i = 0;
|
||||||
|
|
||||||
|
// Check whether all values are identical or whether there is just one keyframe
|
||||||
|
if ((1 >= anim->mNumPositionKeys || AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys)) &&
|
||||||
|
(1 >= anim->mNumScalingKeys || AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys)) &&
|
||||||
|
(1 >= anim->mNumRotationKeys || AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys)))
|
||||||
|
{
|
||||||
|
DefaultLogger::get()->error("Deleting dummy position animation channel");
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
// Search a mesh for invalid contents
|
||||||
int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
|
int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
|
||||||
{
|
{
|
||||||
bool ret = false;
|
bool ret = false;
|
||||||
|
|
|
@ -92,6 +92,21 @@ protected:
|
||||||
* @return 0 - nothing, 1 - removed sth, 2 - please delete me
|
* @return 0 - nothing, 1 - removed sth, 2 - please delete me
|
||||||
*/
|
*/
|
||||||
int ProcessMesh( aiMesh* pMesh);
|
int ProcessMesh( aiMesh* pMesh);
|
||||||
|
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
/** Executes the postprocessing step on the given animation
|
||||||
|
* @param anim The animation to process.
|
||||||
|
* @return 0 - nothing, 1 - removed sth, 2 - please delete me
|
||||||
|
*/
|
||||||
|
int ProcessAnimation (aiAnimation* anim);
|
||||||
|
|
||||||
|
// -------------------------------------------------------------------
|
||||||
|
/** Executes the postprocessing step on the given anim channel
|
||||||
|
* @param anim The animation channel to process.
|
||||||
|
* @return 0 - nothing, 1 - removed sth, 2 - please delete me
|
||||||
|
*/
|
||||||
|
int ProcessAnimationChannel (aiNodeAnim* anim);
|
||||||
};
|
};
|
||||||
|
|
||||||
} // end of namespace Assimp
|
} // end of namespace Assimp
|
||||||
|
|
|
@ -46,13 +46,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
template <class T>
|
template <class T>
|
||||||
inline void SetGenericProperty(std::map< uint32_t, T >& list,
|
inline void SetGenericProperty(std::map< unsigned int, T >& list,
|
||||||
const char* szName, const T& value, bool* bWasExisting = NULL)
|
const char* szName, const T& value, bool* bWasExisting = NULL)
|
||||||
{
|
{
|
||||||
ai_assert(NULL != szName);
|
ai_assert(NULL != szName);
|
||||||
|
|
||||||
typedef std::map< uint32_t, T > GenericPropertyMap;
|
typedef std::map< unsigned int, T > GenericPropertyMap;
|
||||||
typedef std::pair< uint32_t, T > GenericPair;
|
typedef std::pair< unsigned int, T > GenericPair;
|
||||||
|
|
||||||
uint32_t hash = SuperFastHash(szName);
|
uint32_t hash = SuperFastHash(szName);
|
||||||
|
|
||||||
|
@ -70,13 +70,13 @@ inline void SetGenericProperty(std::map< uint32_t, T >& list,
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
template <class T>
|
template <class T>
|
||||||
inline T GetGenericProperty(const std::map< uint32_t, T >& list,
|
inline const T& GetGenericProperty(const std::map< unsigned int, T >& list,
|
||||||
const char* szName, const T& errorReturn)
|
const char* szName, const T& errorReturn)
|
||||||
{
|
{
|
||||||
ai_assert(NULL != szName);
|
ai_assert(NULL != szName);
|
||||||
|
|
||||||
typedef std::map< uint32_t, T > GenericPropertyMap;
|
typedef std::map< unsigned int, T > GenericPropertyMap;
|
||||||
typedef std::pair< uint32_t, T > GenericPair;
|
typedef std::pair< unsigned int, T > GenericPair;
|
||||||
|
|
||||||
uint32_t hash = SuperFastHash(szName);
|
uint32_t hash = SuperFastHash(szName);
|
||||||
|
|
||||||
|
@ -90,13 +90,13 @@ inline T GetGenericProperty(const std::map< uint32_t, T >& list,
|
||||||
// Special version for pointer types - they will be deleted when replaced with another value
|
// Special version for pointer types - they will be deleted when replaced with another value
|
||||||
// passing NULL removes the whole property
|
// passing NULL removes the whole property
|
||||||
template <class T>
|
template <class T>
|
||||||
inline void SetGenericPropertyPtr(std::map< uint32_t, T* >& list,
|
inline void SetGenericPropertyPtr(std::map< unsigned int, T* >& list,
|
||||||
const char* szName, T* value, bool* bWasExisting = NULL)
|
const char* szName, T* value, bool* bWasExisting = NULL)
|
||||||
{
|
{
|
||||||
ai_assert(NULL != szName);
|
ai_assert(NULL != szName);
|
||||||
|
|
||||||
typedef std::map< uint32_t, T* > GenericPropertyMap;
|
typedef std::map< unsigned int, T* > GenericPropertyMap;
|
||||||
typedef std::pair< uint32_t, T* > GenericPair;
|
typedef std::pair< unsigned int, T* > GenericPair;
|
||||||
|
|
||||||
uint32_t hash = SuperFastHash(szName);
|
uint32_t hash = SuperFastHash(szName);
|
||||||
|
|
||||||
|
|
|
@ -58,8 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
inline uint32_t SuperFastHash (const char * data, unsigned int len = 0, uint32_t hash = 0) {
|
inline unsigned int SuperFastHash (const char * data, unsigned int len = 0, unsigned int hash = 0) {
|
||||||
uint32_t tmp;
|
unsigned int tmp;
|
||||||
int rem;
|
int rem;
|
||||||
|
|
||||||
if (!data) return 0;
|
if (!data) return 0;
|
||||||
|
|
|
@ -122,6 +122,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#ifndef AI_BUILD_NO_IRR_IMPORTER
|
#ifndef AI_BUILD_NO_IRR_IMPORTER
|
||||||
# include "IRRLoader.h"
|
# include "IRRLoader.h"
|
||||||
#endif
|
#endif
|
||||||
|
//#ifndef AI_BUILD_NO_Q3D_IMPORTER
|
||||||
|
//# include "Q3DLoader.h"
|
||||||
|
//#endif
|
||||||
|
|
||||||
|
|
||||||
// PostProcess-Steps
|
// PostProcess-Steps
|
||||||
|
@ -213,7 +216,7 @@ Importer::Importer() :
|
||||||
mImporter.push_back( new ObjFileImporter());
|
mImporter.push_back( new ObjFileImporter());
|
||||||
#endif
|
#endif
|
||||||
#if (!defined AI_BUILD_NO_3DS_IMPORTER)
|
#if (!defined AI_BUILD_NO_3DS_IMPORTER)
|
||||||
mImporter.push_back( new Dot3DSImporter());
|
mImporter.push_back( new Discreet3DSImporter());
|
||||||
#endif
|
#endif
|
||||||
#if (!defined AI_BUILD_NO_MD3_IMPORTER)
|
#if (!defined AI_BUILD_NO_MD3_IMPORTER)
|
||||||
mImporter.push_back( new MD3Importer());
|
mImporter.push_back( new MD3Importer());
|
||||||
|
@ -275,6 +278,9 @@ Importer::Importer() :
|
||||||
#if (!defined AI_BUILD_NO_IRR_IMPORTER)
|
#if (!defined AI_BUILD_NO_IRR_IMPORTER)
|
||||||
mImporter.push_back( new IRRImporter());
|
mImporter.push_back( new IRRImporter());
|
||||||
#endif
|
#endif
|
||||||
|
//#if (!defined AI_BUILD_NO_Q3D_IMPORTER)
|
||||||
|
// mImporter.push_back( new Q3DImporter());
|
||||||
|
//#endif
|
||||||
|
|
||||||
// add an instance of each post processing step here in the order
|
// 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 -
|
// of sequence it is executed. steps that are added here are not validated -
|
||||||
|
@ -287,6 +293,7 @@ Importer::Importer() :
|
||||||
|
|
||||||
mPostProcessingSteps.push_back( new DeterminePTypeHelperProcess());
|
mPostProcessingSteps.push_back( new DeterminePTypeHelperProcess());
|
||||||
|
|
||||||
|
|
||||||
#if (!defined AI_BUILD_NO_FINDDEGENERATES_PROCESS)
|
#if (!defined AI_BUILD_NO_FINDDEGENERATES_PROCESS)
|
||||||
mPostProcessingSteps.push_back( new FindDegeneratesProcess());
|
mPostProcessingSteps.push_back( new FindDegeneratesProcess());
|
||||||
#endif
|
#endif
|
||||||
|
@ -705,7 +712,7 @@ float Importer::GetPropertyFloat(const char* szName,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
std::string Importer::GetPropertyString(const char* szName,
|
const std::string& Importer::GetPropertyString(const char* szName,
|
||||||
const std::string& iErrorReturn /*= ""*/) const
|
const std::string& iErrorReturn /*= ""*/) const
|
||||||
{
|
{
|
||||||
return GetGenericProperty<std::string>(mStringProperties,szName,iErrorReturn);
|
return GetGenericProperty<std::string>(mStringProperties,szName,iErrorReturn);
|
||||||
|
|
|
@ -69,6 +69,7 @@ inline aiTextureMapMode GetMapMode(LWO::Texture::Wrap in)
|
||||||
return aiTextureMapMode_Mirror;
|
return aiTextureMapMode_Mirror;
|
||||||
case LWO::Texture::RESET:
|
case LWO::Texture::RESET:
|
||||||
DefaultLogger::get()->warn("LWO2: Unsupported texture map mode: RESET");
|
DefaultLogger::get()->warn("LWO2: Unsupported texture map mode: RESET");
|
||||||
|
// fall though here
|
||||||
case LWO::Texture::EDGE:
|
case LWO::Texture::EDGE:
|
||||||
return aiTextureMapMode_Clamp;
|
return aiTextureMapMode_Clamp;
|
||||||
}
|
}
|
||||||
|
@ -258,12 +259,18 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
|
||||||
if ((*it).functionName == "LW_SuperCelShader" ||
|
if ((*it).functionName == "LW_SuperCelShader" ||
|
||||||
(*it).functionName == "AH_CelShader")
|
(*it).functionName == "AH_CelShader")
|
||||||
{
|
{
|
||||||
|
DefaultLogger::get()->info("Mapping LW_SuperCelShader/AH_CelShader "
|
||||||
|
"to aiShadingMode_Toon");
|
||||||
|
|
||||||
m = aiShadingMode_Toon;
|
m = aiShadingMode_Toon;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
else if ((*it).functionName == "LW_RealFresnel" ||
|
else if ((*it).functionName == "LW_RealFresnel" ||
|
||||||
(*it).functionName == "LW_FastFresnel")
|
(*it).functionName == "LW_FastFresnel")
|
||||||
{
|
{
|
||||||
|
DefaultLogger::get()->info("Mapping LW_RealFresnel/LW_FastFresnel "
|
||||||
|
"to aiShadingMode_Fresnel");
|
||||||
|
|
||||||
m = aiShadingMode_Fresnel;
|
m = aiShadingMode_Fresnel;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -554,22 +561,8 @@ void LWOImporter::LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* head, unsig
|
||||||
{
|
{
|
||||||
case AI_LWO_ENAB:
|
case AI_LWO_ENAB:
|
||||||
shader.enabled = GetU2() ? true : false;
|
shader.enabled = GetU2() ? true : false;
|
||||||
}
|
break;
|
||||||
mFileBuffer = next;
|
|
||||||
}
|
|
||||||
|
|
||||||
// process other subchunks ...
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
if (mFileBuffer + 6 >= end)break;
|
|
||||||
LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
|
|
||||||
|
|
||||||
if (mFileBuffer + head->length > end)
|
|
||||||
throw new ImportErrorException("LWO2: Invalid shader data chunk length");
|
|
||||||
|
|
||||||
uint8_t* const next = mFileBuffer+head->length;
|
|
||||||
switch (head->type)
|
|
||||||
{
|
|
||||||
case AI_LWO_FUNC:
|
case AI_LWO_FUNC:
|
||||||
GetS0( shader.functionName, head->length );
|
GetS0( shader.functionName, head->length );
|
||||||
}
|
}
|
||||||
|
|
|
@ -165,6 +165,7 @@ struct Material
|
||||||
|
|
||||||
//! Constructor
|
//! Constructor
|
||||||
Material()
|
Material()
|
||||||
|
: diffuse(0.6f,0.6f,0.6f)
|
||||||
{
|
{
|
||||||
// empty
|
// empty
|
||||||
}
|
}
|
||||||
|
|
|
@ -688,7 +688,7 @@ bool PLY::PropertyInstance::ParseInstance (const char* pCur,const char** pCurOut
|
||||||
unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
|
unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
|
||||||
|
|
||||||
// parse all list elements
|
// parse all list elements
|
||||||
p_pcOut->avList.resize(3);
|
p_pcOut->avList.resize(iNum);
|
||||||
for (unsigned int i = 0; i < iNum;++i)
|
for (unsigned int i = 0; i < iNum;++i)
|
||||||
{
|
{
|
||||||
if (!SkipSpaces(pCur, &pCur))return false;
|
if (!SkipSpaces(pCur, &pCur))return false;
|
||||||
|
|
|
@ -86,7 +86,7 @@ inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
|
||||||
{
|
{
|
||||||
aiVertexWeight& weight = bone->mWeights[a];
|
aiVertexWeight& weight = bone->mWeights[a];
|
||||||
avPerVertexWeights[weight.mVertexId].push_back(
|
avPerVertexWeights[weight.mVertexId].push_back(
|
||||||
std::pair<unsigned int,float>(a,weight.mWeight));
|
std::pair<unsigned int,float>(i,weight.mWeight));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return avPerVertexWeights;
|
return avPerVertexWeights;
|
||||||
|
|
|
@ -298,6 +298,7 @@ bool STLImporter::LoadBinaryFile()
|
||||||
{
|
{
|
||||||
// read the default vertex color for facets
|
// read the default vertex color for facets
|
||||||
bIsMaterialise = true;
|
bIsMaterialise = true;
|
||||||
|
DefaultLogger::get()->info("STL: Taking code path for Materialise files");
|
||||||
this->clrColorDefault.r = (*sz2++) / 255.0f;
|
this->clrColorDefault.r = (*sz2++) / 255.0f;
|
||||||
this->clrColorDefault.g = (*sz2++) / 255.0f;
|
this->clrColorDefault.g = (*sz2++) / 255.0f;
|
||||||
this->clrColorDefault.b = (*sz2++) / 255.0f;
|
this->clrColorDefault.b = (*sz2++) / 255.0f;
|
||||||
|
@ -356,6 +357,8 @@ bool STLImporter::LoadBinaryFile()
|
||||||
for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
|
for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
|
||||||
*pMesh->mColors[0]++ = this->clrColorDefault;
|
*pMesh->mColors[0]++ = this->clrColorDefault;
|
||||||
pMesh->mColors[0] -= pMesh->mNumVertices;
|
pMesh->mColors[0] -= pMesh->mNumVertices;
|
||||||
|
|
||||||
|
DefaultLogger::get()->info("STL: Mesh has vertex colors");
|
||||||
}
|
}
|
||||||
aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
|
aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
|
||||||
clr->a = 1.0f;
|
clr->a = 1.0f;
|
||||||
|
@ -378,7 +381,7 @@ bool STLImporter::LoadBinaryFile()
|
||||||
}
|
}
|
||||||
if (bIsMaterialise && !pMesh->mColors[0])
|
if (bIsMaterialise && !pMesh->mColors[0])
|
||||||
{
|
{
|
||||||
// use the color was diffuse material color
|
// use the color as diffuse material color
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -65,6 +65,7 @@ public:
|
||||||
|
|
||||||
/** Construction from a given stream with a well-defined endianess
|
/** Construction from a given stream with a well-defined endianess
|
||||||
*
|
*
|
||||||
|
* The stream will be deleted afterwards.
|
||||||
* @param stream Input stream
|
* @param stream Input stream
|
||||||
*/
|
*/
|
||||||
inline StreamReader(IOStream* stream)
|
inline StreamReader(IOStream* stream)
|
||||||
|
@ -76,10 +77,15 @@ public:
|
||||||
if (!s)throw new ImportErrorException("File is empty");
|
if (!s)throw new ImportErrorException("File is empty");
|
||||||
|
|
||||||
current = buffer = new int8_t[s];
|
current = buffer = new int8_t[s];
|
||||||
end = &buffer[s];
|
stream->Read(current,s,1);
|
||||||
|
end = limit = &buffer[s];
|
||||||
}
|
}
|
||||||
|
|
||||||
inline ~StreamReader() {delete[] buffer;}
|
inline ~StreamReader()
|
||||||
|
{
|
||||||
|
delete[] buffer;
|
||||||
|
delete stream;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/** Read a float from the stream
|
/** Read a float from the stream
|
||||||
|
@ -127,13 +133,90 @@ public:
|
||||||
return Get<int64_t>();
|
return Get<int64_t>();
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Get the remaining stream size
|
/** Get the remaining stream size (to the end of the srream)
|
||||||
*/
|
*/
|
||||||
inline unsigned int GetRemainingSize()
|
inline unsigned int GetRemainingSize()
|
||||||
{
|
{
|
||||||
return (unsigned int)(end - current);
|
return (unsigned int)(end - current);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/** Get the remaining stream size (to the current read limit)
|
||||||
|
*/
|
||||||
|
inline unsigned int GetRemainingSizeToLimit()
|
||||||
|
{
|
||||||
|
return (unsigned int)(limit - current);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/** Increase the file pointer
|
||||||
|
*/
|
||||||
|
inline void IncPtr(unsigned int plus)
|
||||||
|
{
|
||||||
|
current += plus;
|
||||||
|
if (current > end)
|
||||||
|
{
|
||||||
|
throw new ImportErrorException("End of file was reached");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Get the current file pointer
|
||||||
|
*/
|
||||||
|
inline int8_t* GetPtr() const
|
||||||
|
{
|
||||||
|
return current;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Set current file pointer
|
||||||
|
*/
|
||||||
|
inline void SetPtr(int8_t* p)
|
||||||
|
{
|
||||||
|
current = p;
|
||||||
|
if (current > end || current < buffer)
|
||||||
|
{
|
||||||
|
throw new ImportErrorException("End of file was reached");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Get the current offset from the beginning of the file
|
||||||
|
*/
|
||||||
|
inline int GetCurrentPos() const
|
||||||
|
{
|
||||||
|
return (unsigned int)(current - buffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Setup a temporary read limit
|
||||||
|
*
|
||||||
|
* @param limit Maximum number of bytes to be read from
|
||||||
|
* the beginning of the file. Passing 0xffffffff
|
||||||
|
* resets the limit.
|
||||||
|
*/
|
||||||
|
inline void SetReadLimit(unsigned int _limit)
|
||||||
|
{
|
||||||
|
if (0xffffffff == _limit)
|
||||||
|
{
|
||||||
|
limit = end;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
limit = buffer + _limit;
|
||||||
|
if (limit > end)
|
||||||
|
throw new ImportErrorException("StreamReader: Invalid read limit");
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Get the current read limit
|
||||||
|
*/
|
||||||
|
inline int GetReadLimit() const
|
||||||
|
{
|
||||||
|
return (unsigned int)(limit - buffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Skip to the read limit
|
||||||
|
*/
|
||||||
|
inline void SkipToReadLimit()
|
||||||
|
{
|
||||||
|
current = limit;
|
||||||
|
}
|
||||||
|
|
||||||
// overload operator>> for those who prefer this way ...
|
// overload operator>> for those who prefer this way ...
|
||||||
inline void operator >> (float& f)
|
inline void operator >> (float& f)
|
||||||
{f = GetF4();}
|
{f = GetF4();}
|
||||||
|
@ -160,8 +243,8 @@ private:
|
||||||
template <typename T>
|
template <typename T>
|
||||||
inline T Get()
|
inline T Get()
|
||||||
{
|
{
|
||||||
if (current + sizeof(T) > end)
|
if (current + sizeof(T) > limit)
|
||||||
throw new ImportErrorException("End of file was reached");
|
throw new ImportErrorException("End of file or stream limit was reached");
|
||||||
|
|
||||||
T f = *((const T*)current);
|
T f = *((const T*)current);
|
||||||
if (SwapEndianess)
|
if (SwapEndianess)
|
||||||
|
@ -173,7 +256,7 @@ private:
|
||||||
}
|
}
|
||||||
|
|
||||||
IOStream* stream;
|
IOStream* stream;
|
||||||
int8_t *buffer, *current, *end;
|
int8_t *buffer, *current, *end, *limit;
|
||||||
};
|
};
|
||||||
|
|
||||||
#ifdef AI_BUILD_BIG_ENDIAN
|
#ifdef AI_BUILD_BIG_ENDIAN
|
||||||
|
@ -184,6 +267,6 @@ private:
|
||||||
typedef StreamReader<false> StreamReaderLE;
|
typedef StreamReader<false> StreamReaderLE;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
};
|
} // end namespace Assimp
|
||||||
|
|
||||||
#endif // !! AI_STREAMREADER_H_INCLUDED
|
#endif // !! AI_STREAMREADER_H_INCLUDED
|
||||||
|
|
|
@ -49,7 +49,7 @@ namespace Assimp
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void TextureTransform::PreProcessUVTransform(
|
void TextureTransform::PreProcessUVTransform(
|
||||||
Dot3DS::Texture& rcIn)
|
D3DS::Texture& rcIn)
|
||||||
{
|
{
|
||||||
char szTemp[512];
|
char szTemp[512];
|
||||||
int iField;
|
int iField;
|
||||||
|
@ -139,7 +139,7 @@ void TextureTransform::PreProcessUVTransform(
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
|
void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
|
||||||
Dot3DS::Texture* pcTex)
|
D3DS::Texture* pcTex)
|
||||||
{
|
{
|
||||||
// check whether the texture is existing
|
// check whether the texture is existing
|
||||||
if (0 == pcTex->mMapName.length())return;
|
if (0 == pcTex->mMapName.length())return;
|
||||||
|
@ -176,10 +176,10 @@ void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
|
||||||
rasVec.push_back(sInfo);
|
rasVec.push_back(sInfo);
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void TextureTransform::ApplyScaleNOffset(Dot3DS::Material& material)
|
void TextureTransform::ApplyScaleNOffset(D3DS::Material& material)
|
||||||
{
|
{
|
||||||
unsigned int iCnt = 0;
|
unsigned int iCnt = 0;
|
||||||
Dot3DS::Texture* pcTexture = NULL;
|
D3DS::Texture* pcTexture = NULL;
|
||||||
|
|
||||||
// diffuse texture
|
// diffuse texture
|
||||||
if (material.sTexDiffuse.mMapName.length())
|
if (material.sTexDiffuse.mMapName.length())
|
||||||
|
@ -278,10 +278,10 @@ void TextureTransform::ApplyScaleNOffset(Dot3DS::Material& material)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void TextureTransform::ApplyScaleNOffset(std::vector<Dot3DS::Material>& materials)
|
void TextureTransform::ApplyScaleNOffset(std::vector<D3DS::Material>& materials)
|
||||||
{
|
{
|
||||||
unsigned int iNum = 0;
|
unsigned int iNum = 0;
|
||||||
for (std::vector<Dot3DS::Material>::iterator
|
for (std::vector<D3DS::Material>::iterator
|
||||||
i = materials.begin();
|
i = materials.begin();
|
||||||
i != materials.end();++i,++iNum)
|
i != materials.end();++i,++iNum)
|
||||||
{
|
{
|
||||||
|
@ -291,7 +291,7 @@ void TextureTransform::ApplyScaleNOffset(std::vector<Dot3DS::Material>& material
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void TextureTransform::BakeScaleNOffset(
|
void TextureTransform::BakeScaleNOffset(
|
||||||
aiMesh* pcMesh, Dot3DS::Material* pcSrc)
|
aiMesh* pcMesh, D3DS::Material* pcSrc)
|
||||||
{
|
{
|
||||||
// NOTE: we don't use a texture matrix to do the transformation
|
// NOTE: we don't use a texture matrix to do the transformation
|
||||||
// it is more efficient this way ...
|
// it is more efficient this way ...
|
||||||
|
@ -538,7 +538,7 @@ void TextureTransform::BakeScaleNOffset(
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void TextureTransform::SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
|
void TextureTransform::SetupMatUVSrc (aiMaterial* pcMat, const D3DS::Material* pcMatIn)
|
||||||
{
|
{
|
||||||
ai_assert(NULL != pcMat);
|
ai_assert(NULL != pcMat);
|
||||||
ai_assert(NULL != pcMatIn);
|
ai_assert(NULL != pcMatIn);
|
||||||
|
|
|
@ -54,7 +54,7 @@ struct aiNode;
|
||||||
namespace Assimp
|
namespace Assimp
|
||||||
{
|
{
|
||||||
|
|
||||||
using namespace Assimp::Dot3DS;
|
using namespace Assimp::D3DS;
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** Helper class representing texture coordinate transformations
|
/** Helper class representing texture coordinate transformations
|
||||||
|
@ -87,7 +87,7 @@ struct STransformVecInfo
|
||||||
|
|
||||||
//! List of all textures that use this texture
|
//! List of all textures that use this texture
|
||||||
//! coordinate transformations
|
//! coordinate transformations
|
||||||
std::vector<Dot3DS::Texture*> pcTextures;
|
std::vector<D3DS::Texture*> pcTextures;
|
||||||
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
|
@ -148,7 +148,7 @@ public:
|
||||||
* \param rcIn Input texture
|
* \param rcIn Input texture
|
||||||
*/
|
*/
|
||||||
inline static bool HasUVTransform(
|
inline static bool HasUVTransform(
|
||||||
const Dot3DS::Texture& rcIn)
|
const D3DS::Texture& rcIn)
|
||||||
{
|
{
|
||||||
return (rcIn.mOffsetU || rcIn.mOffsetV ||
|
return (rcIn.mOffsetU || rcIn.mOffsetV ||
|
||||||
1.0f != rcIn.mScaleU || 1.0f != rcIn.mScaleV || rcIn.mRotation);
|
1.0f != rcIn.mScaleU || 1.0f != rcIn.mScaleV || rcIn.mRotation);
|
||||||
|
@ -159,7 +159,7 @@ public:
|
||||||
* \param rcIn Input texture
|
* \param rcIn Input texture
|
||||||
*/
|
*/
|
||||||
static void PreProcessUVTransform(
|
static void PreProcessUVTransform(
|
||||||
Dot3DS::Texture& rcIn);
|
D3DS::Texture& rcIn);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Check whether the texture coordinate transformation of
|
/** Check whether the texture coordinate transformation of
|
||||||
|
@ -168,21 +168,21 @@ public:
|
||||||
* \param pcTex Pointer to the texture
|
* \param pcTex Pointer to the texture
|
||||||
*/
|
*/
|
||||||
static void AddToList(std::vector<STransformVecInfo>& rasVec,
|
static void AddToList(std::vector<STransformVecInfo>& rasVec,
|
||||||
Dot3DS::Texture* pcTex);
|
D3DS::Texture* pcTex);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Get a full list of all texture coordinate offsets required
|
/** Get a full list of all texture coordinate offsets required
|
||||||
* for a material
|
* for a material
|
||||||
* \param materials List of materials to be processed
|
* \param materials List of materials to be processed
|
||||||
*/
|
*/
|
||||||
static void ApplyScaleNOffset(std::vector<Dot3DS::Material>& materials);
|
static void ApplyScaleNOffset(std::vector<D3DS::Material>& materials);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Get a full list of all texture coordinate offsets required
|
/** Get a full list of all texture coordinate offsets required
|
||||||
* for a material
|
* for a material
|
||||||
* \param material Material to be processed
|
* \param material Material to be processed
|
||||||
*/
|
*/
|
||||||
static void ApplyScaleNOffset(Dot3DS::Material& material);
|
static void ApplyScaleNOffset(D3DS::Material& material);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Precompute as many texture coordinate transformations as possible
|
/** Precompute as many texture coordinate transformations as possible
|
||||||
|
@ -190,7 +190,7 @@ public:
|
||||||
* \param pcSrc Input material. Must have been passed to
|
* \param pcSrc Input material. Must have been passed to
|
||||||
* ApplyScaleNOffset
|
* ApplyScaleNOffset
|
||||||
*/
|
*/
|
||||||
static void BakeScaleNOffset(aiMesh* pcMesh, Dot3DS::Material* pcSrc);
|
static void BakeScaleNOffset(aiMesh* pcMesh, D3DS::Material* pcSrc);
|
||||||
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
|
@ -199,7 +199,7 @@ public:
|
||||||
* \param pcMatIn Input material, unconverted
|
* \param pcMatIn Input material, unconverted
|
||||||
*/
|
*/
|
||||||
static void SetupMatUVSrc (aiMaterial* pcMat,
|
static void SetupMatUVSrc (aiMaterial* pcMat,
|
||||||
const Dot3DS::Material* pcMatIn);
|
const D3DS::Material* pcMatIn);
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,7 +5,7 @@
|
||||||
// Need to include Assimp, too. We're using Assimp's version of fast_atof
|
// Need to include Assimp, too. We're using Assimp's version of fast_atof
|
||||||
// so we need stdint.h
|
// so we need stdint.h
|
||||||
|
|
||||||
#include "./../../include/aiTypes.h"
|
#include "./../AssimpPCH.h"
|
||||||
|
|
||||||
#include "irrXML.h"
|
#include "irrXML.h"
|
||||||
#include "irrString.h"
|
#include "irrString.h"
|
||||||
|
|
|
@ -152,6 +152,9 @@ private:
|
||||||
StreamArray m_StreamArray;
|
StreamArray m_StreamArray;
|
||||||
//! Array with default streams
|
//! Array with default streams
|
||||||
std::vector<LogStream*> m_Streams;
|
std::vector<LogStream*> m_Streams;
|
||||||
|
|
||||||
|
bool noRepeatMsg;
|
||||||
|
std::string lastMsg;
|
||||||
};
|
};
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
123
include/aiAnim.h
123
include/aiAnim.h
|
@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
---------------------------------------------------------------------------
|
---------------------------------------------------------------------------
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/** @file Defines the data structures in which the imported animations are returned. */
|
/** @file Defines the data structures in which the imported animations
|
||||||
|
are returned. */
|
||||||
#ifndef AI_ANIM_H_INC
|
#ifndef AI_ANIM_H_INC
|
||||||
#define AI_ANIM_H_INC
|
#define AI_ANIM_H_INC
|
||||||
|
|
||||||
|
@ -55,47 +56,108 @@ struct aiVectorKey
|
||||||
{
|
{
|
||||||
double mTime; ///< The time of this key
|
double mTime; ///< The time of this key
|
||||||
C_STRUCT aiVector3D mValue; ///< The value of this key
|
C_STRUCT aiVector3D mValue; ///< The value of this key
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
|
||||||
|
// time is not compared
|
||||||
|
bool operator == (const aiVectorKey& o) const
|
||||||
|
{return o.mValue == this->mValue;}
|
||||||
|
|
||||||
|
bool operator != (const aiVectorKey& o) const
|
||||||
|
{return o.mValue != this->mValue;}
|
||||||
|
|
||||||
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
/** A time-value pair specifying a rotation for the given time. For joint animations
|
/** A time-value pair specifying a rotation for the given time. For joint
|
||||||
* the rotation is usually expressed using a quaternion.
|
* animations the rotation is usually expressed using a quaternion.
|
||||||
*/
|
*/
|
||||||
struct aiQuatKey
|
struct aiQuatKey
|
||||||
{
|
{
|
||||||
double mTime; ///< The time of this key
|
double mTime; ///< The time of this key
|
||||||
C_STRUCT aiQuaternion mValue; ///< The value of this key
|
C_STRUCT aiQuaternion mValue; ///< The value of this key
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
|
||||||
|
// time is not compared
|
||||||
|
bool operator == (const aiQuatKey& o) const
|
||||||
|
{return o.mValue == this->mValue;}
|
||||||
|
|
||||||
|
bool operator != (const aiQuatKey& o) const
|
||||||
|
{return o.mValue != this->mValue;}
|
||||||
|
|
||||||
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
/** Describes the animation of a single node. The name specifies the bone/node which is affected by this
|
enum aiAnimBehaviour
|
||||||
* animation channel. The keyframes are given in three separate series of values, one each for
|
{
|
||||||
* position, rotation and scaling.
|
// --- Wert aus Node-Transformation wird ĂĽbernommen
|
||||||
|
aiAnimBehaviour_DEFAULT = 0x0,
|
||||||
|
|
||||||
|
// -- Nächster Key wird verwendet
|
||||||
|
aiAnimBehaviour_CONSTANT = 0x1,
|
||||||
|
|
||||||
|
// -- Nächste beiden Keys werden linear extrapoliert
|
||||||
|
aiAnimBehaviour_LINEAR = 0x2,
|
||||||
|
|
||||||
|
// -- Animation wird wiederholt
|
||||||
|
// Und das solange bis die Animationszeit (aiAnimation::mDuration)
|
||||||
|
// abgelaufen ist. Ist diese 0 läuft das ganze ewig.
|
||||||
|
aiAnimBehaviour_REPEAT = 0x3
|
||||||
|
};
|
||||||
|
|
||||||
|
/** Describes the animation of a single node. The name specifies the
|
||||||
|
* bone/node which is affected by this animation channel. The keyframes
|
||||||
|
* are given in three separate series of values, one each for position,
|
||||||
|
* rotation and scaling. The transformation matrix computed from these
|
||||||
|
* values replaces the node's original transformation matrix at a
|
||||||
|
* spefific time.
|
||||||
*/
|
*/
|
||||||
struct aiNodeAnim
|
struct aiNodeAnim
|
||||||
{
|
{
|
||||||
/** The name of the node affected by this animation. */
|
/** The name of the node affected by this animation. The node
|
||||||
|
* must exist anf it must be unique.
|
||||||
|
*/
|
||||||
C_STRUCT aiString mNodeName;
|
C_STRUCT aiString mNodeName;
|
||||||
|
|
||||||
/** The number of position keys */
|
/** The number of position keys */
|
||||||
unsigned int mNumPositionKeys;
|
unsigned int mNumPositionKeys;
|
||||||
/** The position keys of this animation channel. Positions are specified as 3D vector.
|
|
||||||
* The array is mNumPositionKeys in size.
|
/** The position keys of this animation channel. Positions are
|
||||||
*/
|
* specified as 3D vector. The array is mNumPositionKeys in size.
|
||||||
|
*
|
||||||
|
* If there are rotation or scaling keys, but no position keys,
|
||||||
|
* a constant position of 0|0|0 should be assumed.
|
||||||
|
*/
|
||||||
C_STRUCT aiVectorKey* mPositionKeys;
|
C_STRUCT aiVectorKey* mPositionKeys;
|
||||||
|
|
||||||
/** The number of rotation keys */
|
/** The number of rotation keys */
|
||||||
unsigned int mNumRotationKeys;
|
unsigned int mNumRotationKeys;
|
||||||
/** The rotation keys of this animation channel. Rotations are given as quaternions,
|
|
||||||
* which are 4D vectors. The array is mNumRotationKeys in size.
|
/** The rotation keys of this animation channel. Rotations are
|
||||||
*/
|
* given as quaternions, which are 4D vectors. The array is
|
||||||
|
* mNumRotationKeys in size.
|
||||||
|
*
|
||||||
|
* If there are position or scaling keys, but no rotation keys,
|
||||||
|
* a constant rotation of 0|0|0 should be assumed.
|
||||||
|
*/
|
||||||
C_STRUCT aiQuatKey* mRotationKeys;
|
C_STRUCT aiQuatKey* mRotationKeys;
|
||||||
|
|
||||||
|
|
||||||
/** The number of scaling keys */
|
/** The number of scaling keys */
|
||||||
unsigned int mNumScalingKeys;
|
unsigned int mNumScalingKeys;
|
||||||
/** The scaling keys of this animation channel. Scalings are specified as 3D vector.
|
|
||||||
* The array is mNumScalingKeys in size.
|
/** The scaling keys of this animation channel. Scalings are
|
||||||
*/
|
* specified as 3D vector. The array is mNumScalingKeys in size.
|
||||||
|
*
|
||||||
|
* If there are position or rotation keys, but no scaling keys,
|
||||||
|
* a constant scaling of 1|1|1 should be assumed.
|
||||||
|
*/
|
||||||
C_STRUCT aiVectorKey* mScalingKeys;
|
C_STRUCT aiVectorKey* mScalingKeys;
|
||||||
|
|
||||||
|
|
||||||
|
aiAnimBehaviour mPrePostState;
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
aiNodeAnim()
|
aiNodeAnim()
|
||||||
{
|
{
|
||||||
|
@ -116,26 +178,33 @@ struct aiNodeAnim
|
||||||
#endif // __cplusplus
|
#endif // __cplusplus
|
||||||
};
|
};
|
||||||
|
|
||||||
/** An animation consists of keyframe data for a number of nodes. For each node affected by the animation
|
/** An animation consists of keyframe data for a number of nodes. For
|
||||||
* a separate series of data is given.
|
* each node affected by the animation a separate series of data is given.
|
||||||
*/
|
*/
|
||||||
struct aiAnimation
|
struct aiAnimation
|
||||||
{
|
{
|
||||||
/** The name of the animation. If the modelling package this data was exported from does support
|
/** The name of the animation. If the modelling package this data was
|
||||||
* only a single animation channel, this name is usually empty (length is zero).
|
* exported from does support only a single animation channel, this
|
||||||
*/
|
* name is usually empty (length is zero).
|
||||||
|
*/
|
||||||
C_STRUCT aiString mName;
|
C_STRUCT aiString mName;
|
||||||
|
|
||||||
/** Duration of the animation in ticks. */
|
/** Duration of the animation in ticks.
|
||||||
|
*/
|
||||||
double mDuration;
|
double mDuration;
|
||||||
/** Ticks per second. 0 if not specified in the imported file */
|
|
||||||
|
/** Ticks per second. 0 if not specified in the imported file
|
||||||
|
*/
|
||||||
double mTicksPerSecond;
|
double mTicksPerSecond;
|
||||||
|
|
||||||
/** The number of bone animation channels. Each channel affects a single node. */
|
/** The number of bone animation channels. Each channel affects
|
||||||
|
* a single node.
|
||||||
|
*/
|
||||||
unsigned int mNumChannels;
|
unsigned int mNumChannels;
|
||||||
/** The node animation channels. Each channel affects a single node. The array
|
|
||||||
* is mNumChannels in size.
|
/** The node animation channels. Each channel affects a single node.
|
||||||
*/
|
* The array is mNumChannels in size.
|
||||||
|
*/
|
||||||
C_STRUCT aiNodeAnim** mChannels;
|
C_STRUCT aiNodeAnim** mChannels;
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
|
|
|
@ -90,9 +90,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
// compiler specific includes and definitions
|
// compiler specific includes and definitions
|
||||||
#if (defined _MSC_VER)
|
#if (defined _MSC_VER)
|
||||||
|
|
||||||
// include stdint.h from the C98 standard
|
|
||||||
# include "Compiler/pstdint.h"
|
|
||||||
|
|
||||||
# undef ASSIMP_API
|
# undef ASSIMP_API
|
||||||
|
|
||||||
|
|
||||||
|
@ -155,15 +152,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
|
||||||
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
|
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
|
||||||
|
|
||||||
// for borland add the replacement pstdint.h, too
|
|
||||||
# include "Compiler/pstdint.h"
|
|
||||||
|
|
||||||
// "W8059 Packgröße der Struktur geändert"
|
// "W8059 Packgröße der Struktur geändert"
|
||||||
// TODO: find a way to deactivate this warning automatically
|
// TODO: find a way to deactivate this warning automatically
|
||||||
// maybe there is a pragma to do exactly this?
|
// maybe there is a pragma to do exactly this?
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// include our workaround stdint.h from the C98 standard to make
|
||||||
|
// sure the types it declares are consistently available
|
||||||
|
#include "./../include/Compiler/pstdint.h"
|
||||||
|
|
||||||
// ************************************************************
|
// ************************************************************
|
||||||
// Define ASSIMP_BUILD_BOOST_WORKAROUND to compile assimp
|
// Define ASSIMP_BUILD_BOOST_WORKAROUND to compile assimp
|
||||||
|
|
|
@ -72,6 +72,13 @@ struct aiQuaternion
|
||||||
/** Returns a matrix representation of the quaternion */
|
/** Returns a matrix representation of the quaternion */
|
||||||
aiMatrix3x3 GetMatrix() const;
|
aiMatrix3x3 GetMatrix() const;
|
||||||
|
|
||||||
|
|
||||||
|
bool operator== (const aiQuaternion& o) const
|
||||||
|
{return x == o.x && y == o.y && z == o.z && w == o.w;}
|
||||||
|
|
||||||
|
bool operator!= (const aiQuaternion& o) const
|
||||||
|
{return !(*this == o);}
|
||||||
|
|
||||||
#endif // __cplusplus
|
#endif // __cplusplus
|
||||||
|
|
||||||
//! w,x,y,z components of the quaternion
|
//! w,x,y,z components of the quaternion
|
||||||
|
|
|
@ -80,7 +80,7 @@ extern "C" {
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
struct aiTexel
|
struct aiTexel
|
||||||
{
|
{
|
||||||
uint8_t b,g,r,a;
|
unsigned char b,g,r,a;
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
//! Comparison operator
|
//! Comparison operator
|
||||||
|
|
|
@ -65,6 +65,7 @@ namespace Assimp
|
||||||
class BaseImporter;
|
class BaseImporter;
|
||||||
class BaseProcess;
|
class BaseProcess;
|
||||||
class SharedPostProcessInfo;
|
class SharedPostProcessInfo;
|
||||||
|
class BatchLoader;
|
||||||
}
|
}
|
||||||
|
|
||||||
#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
|
#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
|
||||||
|
@ -101,11 +102,12 @@ class ASSIMP_API Importer
|
||||||
{
|
{
|
||||||
// used internally
|
// used internally
|
||||||
friend class BaseProcess;
|
friend class BaseProcess;
|
||||||
|
friend class BatchLoader;
|
||||||
friend const aiScene* ::aiImportFileEx( const char*, unsigned int, aiFileIO*);
|
friend const aiScene* ::aiImportFileEx( const char*, unsigned int, aiFileIO*);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
typedef uint32_t KeyType;
|
typedef unsigned int KeyType;
|
||||||
typedef std::map<KeyType, int> IntPropertyMap;
|
typedef std::map<KeyType, int> IntPropertyMap;
|
||||||
typedef std::map<KeyType, float> FloatPropertyMap;
|
typedef std::map<KeyType, float> FloatPropertyMap;
|
||||||
typedef std::map<KeyType, std::string> StringPropertyMap;
|
typedef std::map<KeyType, std::string> StringPropertyMap;
|
||||||
|
@ -230,9 +232,11 @@ public:
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Get a string configuration property
|
/** Get a string configuration property
|
||||||
|
*
|
||||||
|
* The return value remains valid until the property is modified.
|
||||||
* @see GetPropertyInteger()
|
* @see GetPropertyInteger()
|
||||||
*/
|
*/
|
||||||
std::string GetPropertyString(const char* szName,
|
const std::string& GetPropertyString(const char* szName,
|
||||||
const std::string& sErrorReturn = "") const;
|
const std::string& sErrorReturn = "") const;
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,328 @@
|
||||||
|
*3DSMAX_ASCIIEXPORT 200
|
||||||
|
*COMMENT "AsciiExport Version 2,00 - Tue Oct 28 18:51:39 2008"
|
||||||
|
*SCENE {
|
||||||
|
*SCENE_FILENAME ""
|
||||||
|
*SCENE_FIRSTFRAME 0
|
||||||
|
*SCENE_LASTFRAME 100
|
||||||
|
*SCENE_FRAMESPEED 30
|
||||||
|
*SCENE_TICKSPERFRAME 160
|
||||||
|
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
|
||||||
|
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
|
||||||
|
}
|
||||||
|
*MATERIAL_LIST {
|
||||||
|
*MATERIAL_COUNT 0
|
||||||
|
}
|
||||||
|
*GEOMOBJECT {
|
||||||
|
*NODE_NAME "Box01"
|
||||||
|
*NODE_TM {
|
||||||
|
*NODE_NAME "Box01"
|
||||||
|
*INHERIT_POS 0 0 0
|
||||||
|
*INHERIT_ROT 0 0 0
|
||||||
|
*INHERIT_SCL 0 0 0
|
||||||
|
*TM_ROW0 1.0000 0.0000 0.0000
|
||||||
|
*TM_ROW1 0.0000 1.0000 0.0000
|
||||||
|
*TM_ROW2 0.0000 0.0000 1.0000
|
||||||
|
*TM_ROW3 -1.4245 6.5527 0.0000
|
||||||
|
*TM_POS -1.4245 6.5527 0.0000
|
||||||
|
*TM_ROTAXIS 0.0000 0.0000 0.0000
|
||||||
|
*TM_ROTANGLE 0.0000
|
||||||
|
*TM_SCALE 1.0000 1.0000 1.0000
|
||||||
|
*TM_SCALEAXIS 0.0000 0.0000 0.0000
|
||||||
|
*TM_SCALEAXISANG 0.0000
|
||||||
|
}
|
||||||
|
*MESH {
|
||||||
|
*TIMEVALUE 0
|
||||||
|
*MESH_NUMVERTEX 8
|
||||||
|
*MESH_NUMFACES 12
|
||||||
|
*MESH_VERTEX_LIST {
|
||||||
|
*MESH_VERTEX 0 -23.0769 -15.0997 0.0000
|
||||||
|
*MESH_VERTEX 1 20.2279 -15.0997 0.0000
|
||||||
|
*MESH_VERTEX 2 -23.0769 28.2051 0.0000
|
||||||
|
*MESH_VERTEX 3 20.2279 28.2051 0.0000
|
||||||
|
*MESH_VERTEX 4 -23.0769 -15.0997 29.0598
|
||||||
|
*MESH_VERTEX 5 20.2279 -15.0997 29.0598
|
||||||
|
*MESH_VERTEX 6 -23.0769 28.2051 29.0598
|
||||||
|
*MESH_VERTEX 7 20.2279 28.2051 29.0598
|
||||||
|
}
|
||||||
|
*MESH_FACE_LIST {
|
||||||
|
*MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
|
||||||
|
*MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
|
||||||
|
*MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
|
||||||
|
*MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
|
||||||
|
*MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
|
||||||
|
*MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
|
||||||
|
*MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
|
||||||
|
*MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
|
||||||
|
*MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
|
||||||
|
*MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
|
||||||
|
*MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
|
||||||
|
*MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
|
||||||
|
}
|
||||||
|
*MESH_NUMTVERTEX 12
|
||||||
|
*MESH_TVERTLIST {
|
||||||
|
*MESH_TVERT 0 0.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 1 1.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 2 0.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 3 1.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 4 0.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 5 1.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 6 0.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 7 1.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 8 0.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 9 1.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 10 0.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 11 1.0000 1.0000 0.0000
|
||||||
|
}
|
||||||
|
*MESH_NUMTVFACES 12
|
||||||
|
*MESH_TFACELIST {
|
||||||
|
*MESH_TFACE 0 9 11 10
|
||||||
|
*MESH_TFACE 1 10 8 9
|
||||||
|
*MESH_TFACE 2 8 9 11
|
||||||
|
*MESH_TFACE 3 11 10 8
|
||||||
|
*MESH_TFACE 4 4 5 7
|
||||||
|
*MESH_TFACE 5 7 6 4
|
||||||
|
*MESH_TFACE 6 0 1 3
|
||||||
|
*MESH_TFACE 7 3 2 0
|
||||||
|
*MESH_TFACE 8 4 5 7
|
||||||
|
*MESH_TFACE 9 7 6 4
|
||||||
|
*MESH_TFACE 10 0 1 3
|
||||||
|
*MESH_TFACE 11 3 2 0
|
||||||
|
}
|
||||||
|
*MESH_NUMCVERTEX 0
|
||||||
|
*MESH_NORMALS {
|
||||||
|
*MESH_FACENORMAL 0 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_FACENORMAL 1 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_VERTEXNORMAL 1 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
|
||||||
|
*MESH_FACENORMAL 2 0.0000 -0.0000 1.0000
|
||||||
|
*MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000
|
||||||
|
*MESH_VERTEXNORMAL 5 0.0000 -0.0000 1.0000
|
||||||
|
*MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
|
||||||
|
*MESH_FACENORMAL 3 -0.0000 0.0000 1.0000
|
||||||
|
*MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
|
||||||
|
*MESH_VERTEXNORMAL 6 -0.0000 0.0000 1.0000
|
||||||
|
*MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000
|
||||||
|
*MESH_FACENORMAL 4 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 5 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 6 1.0000 0.0000 -0.0000
|
||||||
|
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 3 1.0000 0.0000 -0.0000
|
||||||
|
*MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 7 1.0000 -0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 5 1.0000 -0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 8 0.0000 1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 9 0.0000 1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 10 -1.0000 0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000
|
||||||
|
*MESH_FACENORMAL 11 -1.0000 -0.0000 -0.0000
|
||||||
|
*MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000
|
||||||
|
*MESH_VERTEXNORMAL 6 -1.0000 -0.0000 -0.0000
|
||||||
|
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*PROP_MOTIONBLUR 0
|
||||||
|
*PROP_CASTSHADOW 1
|
||||||
|
*PROP_RECVSHADOW 1
|
||||||
|
*WIREFRAME_COLOR 0.7765 0.8824 0.3412
|
||||||
|
}
|
||||||
|
*GEOMOBJECT {
|
||||||
|
*NODE_NAME "Box02"
|
||||||
|
*NODE_TM {
|
||||||
|
*NODE_NAME "Box02"
|
||||||
|
*INHERIT_POS 0 0 0
|
||||||
|
*INHERIT_ROT 0 0 0
|
||||||
|
*INHERIT_SCL 0 0 0
|
||||||
|
*TM_ROW0 0.7750 0.0000 0.0000
|
||||||
|
*TM_ROW1 0.0000 0.7418 -0.2246
|
||||||
|
*TM_ROW2 0.0000 0.3655 1.2070
|
||||||
|
*TM_ROW3 -45.4570 -12.7152 18.9634
|
||||||
|
*TM_POS -45.4570 -12.7152 18.9634
|
||||||
|
*TM_ROTAXIS 1.0000 -0.0000 -0.0000
|
||||||
|
*TM_ROTANGLE 0.2940
|
||||||
|
*TM_SCALE 0.7750 0.7750 1.2611
|
||||||
|
*TM_SCALEAXIS 0.0000 0.0000 0.0000
|
||||||
|
*TM_SCALEAXISANG 0.0000
|
||||||
|
}
|
||||||
|
*MESH {
|
||||||
|
*TIMEVALUE 0
|
||||||
|
*MESH_NUMVERTEX 8
|
||||||
|
*MESH_NUMFACES 12
|
||||||
|
*MESH_VERTEX_LIST {
|
||||||
|
*MESH_VERTEX 0 -56.7183 -22.4365 21.9073
|
||||||
|
*MESH_VERTEX 1 -34.1956 -22.4365 21.9073
|
||||||
|
*MESH_VERTEX 2 -56.7183 -2.9939 16.0196
|
||||||
|
*MESH_VERTEX 3 -34.1956 -2.9939 16.0196
|
||||||
|
*MESH_VERTEX 4 -56.7183 -11.8149 56.9822
|
||||||
|
*MESH_VERTEX 5 -34.1956 -11.8149 56.9822
|
||||||
|
*MESH_VERTEX 6 -56.7183 7.6277 51.0944
|
||||||
|
*MESH_VERTEX 7 -34.1956 7.6277 51.0944
|
||||||
|
}
|
||||||
|
*MESH_FACE_LIST {
|
||||||
|
*MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
|
||||||
|
*MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
|
||||||
|
*MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
|
||||||
|
*MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
|
||||||
|
*MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
|
||||||
|
*MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
|
||||||
|
*MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
|
||||||
|
*MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
|
||||||
|
*MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
|
||||||
|
*MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
|
||||||
|
*MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
|
||||||
|
*MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
|
||||||
|
}
|
||||||
|
*MESH_NUMTVERTEX 12
|
||||||
|
*MESH_TVERTLIST {
|
||||||
|
*MESH_TVERT 0 0.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 1 1.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 2 0.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 3 1.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 4 0.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 5 1.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 6 0.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 7 1.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 8 0.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 9 1.0000 0.0000 0.0000
|
||||||
|
*MESH_TVERT 10 0.0000 1.0000 0.0000
|
||||||
|
*MESH_TVERT 11 1.0000 1.0000 0.0000
|
||||||
|
}
|
||||||
|
*MESH_NUMTVFACES 12
|
||||||
|
*MESH_TFACELIST {
|
||||||
|
*MESH_TFACE 0 9 11 10
|
||||||
|
*MESH_TFACE 1 10 8 9
|
||||||
|
*MESH_TFACE 2 8 9 11
|
||||||
|
*MESH_TFACE 3 11 10 8
|
||||||
|
*MESH_TFACE 4 4 5 7
|
||||||
|
*MESH_TFACE 5 7 6 4
|
||||||
|
*MESH_TFACE 6 0 1 3
|
||||||
|
*MESH_TFACE 7 3 2 0
|
||||||
|
*MESH_TFACE 8 4 5 7
|
||||||
|
*MESH_TFACE 9 7 6 4
|
||||||
|
*MESH_TFACE 10 0 1 3
|
||||||
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}
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}
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}
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}
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|
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|
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|
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|
||||||
|
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|
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|
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|
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|
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||||||
|
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||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
}
|
||||||
|
}
|
||||||
|
*TM_ANIMATION {
|
||||||
|
*NODE_NAME "Camera01.Target"
|
||||||
|
*CONTROL_POS_TRACK {
|
||||||
|
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}
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}
|
||||||
|
}
|
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|
*LIGHTOBJECT {
|
||||||
|
*NODE_NAME "FDirect01"
|
||||||
|
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|
||||||
|
*NODE_TM {
|
||||||
|
*NODE_NAME "FDirect01"
|
||||||
|
*INHERIT_POS 0 0 0
|
||||||
|
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|
||||||
|
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|
||||||
|
*TM_ROW0 1.0000 0.0000 0.0000
|
||||||
|
*TM_ROW1 0.0000 0.5278 0.8493
|
||||||
|
*TM_ROW2 0.0000 -0.8493 0.5278
|
||||||
|
*TM_ROW3 83.8439 1.3881 51.1261
|
||||||
|
*TM_POS 83.8439 1.3881 51.1261
|
||||||
|
*TM_ROTAXIS -1.0000 -0.0000 -0.0000
|
||||||
|
*TM_ROTANGLE 1.0147
|
||||||
|
*TM_SCALE 1.0000 1.0000 1.0000
|
||||||
|
*TM_SCALEAXIS 0.0000 0.0000 0.0000
|
||||||
|
*TM_SCALEAXISANG 0.0000
|
||||||
|
}
|
||||||
|
*LIGHT_SHADOWS Off
|
||||||
|
*LIGHT_USELIGHT 1
|
||||||
|
*LIGHT_SPOTSHAPE Circle
|
||||||
|
*LIGHT_USEGLOBAL 0
|
||||||
|
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|
||||||
|
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|
||||||
|
*LIGHT_SETTINGS {
|
||||||
|
*TIMEVALUE 0
|
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|
*LIGHT_COLOR 1.0000 1.0000 1.0000
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|
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||||||
|
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|
||||||
|
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|
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|
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|
*LIGHT_MAPSIZE 512
|
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|
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|
}
|
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|
}
|
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*LIGHTOBJECT {
|
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|
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||||||
|
*LIGHT_TYPE Directional
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|
*NODE_TM {
|
||||||
|
*NODE_NAME "FDirect02"
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|
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|
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|
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|
*TM_ROW0 1.0000 0.0000 0.0000
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|
*TM_ROW1 0.0000 -0.1220 0.9925
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|
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|
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|
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|
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|
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|
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||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
}
|
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|
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|
||||||
|
*LIGHT_USELIGHT 1
|
||||||
|
*LIGHT_SPOTSHAPE Circle
|
||||||
|
*LIGHT_USEGLOBAL 0
|
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|
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|
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|
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|
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*LIGHT_SETTINGS {
|
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|
*TIMEVALUE 0
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|
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|
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|
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|
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|
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|
*LIGHT_MAPSIZE 512
|
||||||
|
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|
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|
}
|
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|
}
|
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|
*LIGHTOBJECT {
|
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|
*NODE_NAME "Sky01"
|
||||||
|
*LIGHT_TYPE Free
|
||||||
|
*NODE_TM {
|
||||||
|
*NODE_NAME "Sky01"
|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
*TM_ROW1 0.0000 1.0000 0.0000
|
||||||
|
*TM_ROW2 0.0000 0.0000 1.0000
|
||||||
|
*TM_ROW3 -38.5409 -85.6864 74.8710
|
||||||
|
*TM_POS -38.5409 -85.6864 74.8710
|
||||||
|
*TM_ROTAXIS 0.0000 0.0000 0.0000
|
||||||
|
*TM_ROTANGLE 0.0000
|
||||||
|
*TM_SCALE 1.0000 1.0000 1.0000
|
||||||
|
*TM_SCALEAXIS 0.0000 0.0000 0.0000
|
||||||
|
*TM_SCALEAXISANG 0.0000
|
||||||
|
}
|
||||||
|
*LIGHT_SHADOWS Raytraced
|
||||||
|
*LIGHT_USELIGHT 1
|
||||||
|
*LIGHT_SPOTSHAPE Circle
|
||||||
|
*LIGHT_USEGLOBAL 0
|
||||||
|
*LIGHT_ABSMAPBIAS 0
|
||||||
|
*LIGHT_OVERSHOOT 0
|
||||||
|
*LIGHT_SETTINGS {
|
||||||
|
*TIMEVALUE 0
|
||||||
|
*LIGHT_COLOR 0.9500 0.9500 1.0000
|
||||||
|
*LIGHT_INTENS 1.0000
|
||||||
|
*LIGHT_ASPECT 1.0000
|
||||||
|
*LIGHT_HOTSPOT 0.0000
|
||||||
|
*LIGHT_FALLOFF 0.0000
|
||||||
|
*LIGHT_TDIST 0.0000
|
||||||
|
*LIGHT_MAPBIAS 0.0000
|
||||||
|
*LIGHT_MAPRANGE 0.0000
|
||||||
|
*LIGHT_MAPSIZE 0
|
||||||
|
*LIGHT_RAYBIAS 0.0000
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,23 @@
|
||||||
|
ply
|
||||||
|
format ascii 1.0
|
||||||
|
element vertex 8
|
||||||
|
property float32 x
|
||||||
|
property float32 y
|
||||||
|
property float32 z
|
||||||
|
element face 6
|
||||||
|
property list uint8 int32 vertex_index
|
||||||
|
end_header
|
||||||
|
0 0 0
|
||||||
|
0 0 1
|
||||||
|
0 1 1
|
||||||
|
0 1 0
|
||||||
|
1 0 0
|
||||||
|
1 0 1
|
||||||
|
1 1 1
|
||||||
|
1 1 0
|
||||||
|
4 0 1 2 3
|
||||||
|
4 7 6 5 4
|
||||||
|
4 0 4 5 1
|
||||||
|
4 1 5 6 2
|
||||||
|
4 2 6 7 3
|
||||||
|
4 3 7 4 0
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1989,8 +1989,9 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
|
||||||
*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
|
*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
|
||||||
*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
|
*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
|
||||||
*tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4;
|
*tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4;
|
||||||
|
//tempmat += 4;
|
||||||
}
|
}
|
||||||
helper->piEffect->SetMatrixArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
|
helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
|
||||||
}
|
}
|
||||||
|
|
||||||
// now setup the material
|
// now setup the material
|
||||||
|
|
|
@ -224,7 +224,7 @@ void SceneAnimator::CalculateGlobalTransform( SceneAnimNode* pInternalNode)
|
||||||
SceneAnimNode* node = pInternalNode->mParent;
|
SceneAnimNode* node = pInternalNode->mParent;
|
||||||
while( node)
|
while( node)
|
||||||
{
|
{
|
||||||
pInternalNode->mGlobalTransform *= node->mLocalTransform;
|
pInternalNode->mGlobalTransform = pInternalNode->mGlobalTransform * node->mLocalTransform;
|
||||||
node = node->mParent;
|
node = node->mParent;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -608,13 +608,14 @@ std::string g_szMaterialShader = std::string(
|
||||||
"{\n"
|
"{\n"
|
||||||
"float3 Position : POSITION;\n"
|
"float3 Position : POSITION;\n"
|
||||||
"float3 Normal : NORMAL;\n"
|
"float3 Normal : NORMAL;\n"
|
||||||
"float3 Tangent : TEXCOORD0;\n"
|
"float4 Color : COLOR0;\n"
|
||||||
"float3 Bitangent : TEXCOORD1;\n"
|
"float3 Tangent : TANGENT;\n"
|
||||||
"float2 TexCoord0 : TEXCOORD2;\n"
|
"float3 Bitangent : BINORMAL;\n"
|
||||||
// "#ifdef AV_SKINNING \n"
|
"float2 TexCoord0 : TEXCOORD0;\n"
|
||||||
|
"#ifdef AV_SKINNING \n"
|
||||||
"float4 BlendIndices : BLENDINDICES;\n"
|
"float4 BlendIndices : BLENDINDICES;\n"
|
||||||
"float4 BlendWeights : BLENDWEIGHT;\n"
|
"float4 BlendWeights : BLENDWEIGHT;\n"
|
||||||
// "#endif // AV_SKINNING \n"
|
"#endif // AV_SKINNING \n"
|
||||||
"};\n"
|
"};\n"
|
||||||
|
|
||||||
// Vertex shader output structure for pixel shader usage
|
// Vertex shader output structure for pixel shader usage
|
||||||
|
@ -623,6 +624,8 @@ std::string g_szMaterialShader = std::string(
|
||||||
"float4 Position : POSITION;\n"
|
"float4 Position : POSITION;\n"
|
||||||
"float3 ViewDir : TEXCOORD0;\n"
|
"float3 ViewDir : TEXCOORD0;\n"
|
||||||
|
|
||||||
|
"float4 Color : COLOR0;\n"
|
||||||
|
|
||||||
"#ifndef AV_NORMAL_TEXTURE\n"
|
"#ifndef AV_NORMAL_TEXTURE\n"
|
||||||
"float3 Normal : TEXCOORD1;\n"
|
"float3 Normal : TEXCOORD1;\n"
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
|
@ -706,6 +709,7 @@ std::string g_szMaterialShader = std::string(
|
||||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||||
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
||||||
"Out.TexCoord0 = IN.TexCoord0;\n"
|
"Out.TexCoord0 = IN.TexCoord0;\n"
|
||||||
|
"Out.Color = IN.Color;\n"
|
||||||
|
|
||||||
"#ifndef AV_NORMAL_TEXTURE\n"
|
"#ifndef AV_NORMAL_TEXTURE\n"
|
||||||
"Out.ViewDir = vCameraPos - WorldPos;\n"
|
"Out.ViewDir = vCameraPos - WorldPos;\n"
|
||||||
|
@ -741,6 +745,7 @@ std::string g_szMaterialShader = std::string(
|
||||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||||
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
||||||
"Out.TexCoord0 = IN.TexCoord0;\n"
|
"Out.TexCoord0 = IN.TexCoord0;\n"
|
||||||
|
"Out.Color = IN.Color;\n"
|
||||||
|
|
||||||
"#ifndef AV_NORMAL_TEXTURE\n"
|
"#ifndef AV_NORMAL_TEXTURE\n"
|
||||||
"Out.ViewDir = vCameraPos - WorldPos;\n"
|
"Out.ViewDir = vCameraPos - WorldPos;\n"
|
||||||
|
@ -832,9 +837,9 @@ std::string g_szMaterialShader = std::string(
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
"float fHalfLambert = L1*L1;\n"
|
"float fHalfLambert = L1*L1;\n"
|
||||||
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
||||||
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert +\n"
|
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n"
|
||||||
"#else\n"
|
"#else\n"
|
||||||
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert +\n"
|
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n"
|
||||||
"#endif // !AV_DIFFUSE_TEXTURE\n"
|
"#endif // !AV_DIFFUSE_TEXTURE\n"
|
||||||
|
|
||||||
"#ifdef AV_SPECULAR_COMPONENT\n"
|
"#ifdef AV_SPECULAR_COMPONENT\n"
|
||||||
|
@ -904,9 +909,9 @@ std::string g_szMaterialShader = std::string(
|
||||||
"float fHalfLambert = L1*L1;\n"
|
"float fHalfLambert = L1*L1;\n"
|
||||||
|
|
||||||
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
||||||
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert +\n"
|
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n"
|
||||||
"#else\n"
|
"#else\n"
|
||||||
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert +\n"
|
"OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n"
|
||||||
"#endif // !AV_DIFFUSE_TEXTURE\n"
|
"#endif // !AV_DIFFUSE_TEXTURE\n"
|
||||||
|
|
||||||
"#ifdef AV_SPECULAR_COMPONENT\n"
|
"#ifdef AV_SPECULAR_COMPONENT\n"
|
||||||
|
@ -945,9 +950,9 @@ std::string g_szMaterialShader = std::string(
|
||||||
"#endif\n"
|
"#endif\n"
|
||||||
"float fHalfLambert = L1*L1;\n"
|
"float fHalfLambert = L1*L1;\n"
|
||||||
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
||||||
"OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert +\n"
|
"OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n"
|
||||||
"#else\n"
|
"#else\n"
|
||||||
"OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert +\n"
|
"OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n"
|
||||||
"#endif // !AV_DIFFUSE_TEXTURE\n"
|
"#endif // !AV_DIFFUSE_TEXTURE\n"
|
||||||
|
|
||||||
"#ifdef AV_SPECULAR_COMPONENT\n"
|
"#ifdef AV_SPECULAR_COMPONENT\n"
|
||||||
|
|
|
@ -561,7 +561,7 @@ int CreateAssetData()
|
||||||
((unsigned char)std::max( std::min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
|
((unsigned char)std::max( std::min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
|
||||||
((unsigned char)std::max( std::min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
|
((unsigned char)std::max( std::min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
|
||||||
}
|
}
|
||||||
else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0,0,0);
|
else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0xff,0xff,0xff);
|
||||||
|
|
||||||
// ignore a third texture coordinate component
|
// ignore a third texture coordinate component
|
||||||
if (mesh->HasTextureCoords( 0))
|
if (mesh->HasTextureCoords( 0))
|
||||||
|
@ -570,7 +570,7 @@ int CreateAssetData()
|
||||||
mesh->mTextureCoords[0][x].x,
|
mesh->mTextureCoords[0][x].x,
|
||||||
mesh->mTextureCoords[0][x].y);
|
mesh->mTextureCoords[0][x].y);
|
||||||
}
|
}
|
||||||
else pbData2->vTextureUV = aiVector2D(0.0f,0.0f);
|
else pbData2->vTextureUV = aiVector2D(0.5f,0.5f);
|
||||||
|
|
||||||
// Bone indices and weights
|
// Bone indices and weights
|
||||||
if( mesh->HasBones())
|
if( mesh->HasBones())
|
||||||
|
|
|
@ -847,6 +847,14 @@
|
||||||
RelativePath="..\..\code\SGSpatialSort.h"
|
RelativePath="..\..\code\SGSpatialSort.h"
|
||||||
>
|
>
|
||||||
</File>
|
</File>
|
||||||
|
<File
|
||||||
|
RelativePath="..\..\code\SkeletonMeshBuilder.cpp"
|
||||||
|
>
|
||||||
|
</File>
|
||||||
|
<File
|
||||||
|
RelativePath="..\..\code\SkeletonMeshBuilder.h"
|
||||||
|
>
|
||||||
|
</File>
|
||||||
<File
|
<File
|
||||||
RelativePath="..\..\code\SmoothingGroups.h"
|
RelativePath="..\..\code\SmoothingGroups.h"
|
||||||
>
|
>
|
||||||
|
@ -1374,6 +1382,10 @@
|
||||||
>
|
>
|
||||||
</File>
|
</File>
|
||||||
</Filter>
|
</Filter>
|
||||||
|
<Filter
|
||||||
|
Name="Q3D"
|
||||||
|
>
|
||||||
|
</Filter>
|
||||||
</Filter>
|
</Filter>
|
||||||
<Filter
|
<Filter
|
||||||
Name="PostProcess"
|
Name="PostProcess"
|
||||||
|
@ -1594,10 +1606,6 @@
|
||||||
RelativePath="..\..\code\irrXML\CXMLReaderImpl.h"
|
RelativePath="..\..\code\irrXML\CXMLReaderImpl.h"
|
||||||
>
|
>
|
||||||
</File>
|
</File>
|
||||||
<File
|
|
||||||
RelativePath="..\..\code\irrXML\fast_atof.h"
|
|
||||||
>
|
|
||||||
</File>
|
|
||||||
<File
|
<File
|
||||||
RelativePath="..\..\code\irrXML\heapsort.h"
|
RelativePath="..\..\code\irrXML\heapsort.h"
|
||||||
>
|
>
|
||||||
|
@ -1732,14 +1740,6 @@
|
||||||
>
|
>
|
||||||
</File>
|
</File>
|
||||||
</Filter>
|
</Filter>
|
||||||
<File
|
|
||||||
RelativePath="..\..\code\SkeletonMeshBuilder.cpp"
|
|
||||||
>
|
|
||||||
</File>
|
|
||||||
<File
|
|
||||||
RelativePath="..\..\code\SkeletonMeshBuilder.h"
|
|
||||||
>
|
|
||||||
</File>
|
|
||||||
</Files>
|
</Files>
|
||||||
<Globals>
|
<Globals>
|
||||||
</Globals>
|
</Globals>
|
||||||
|
|
Loading…
Reference in New Issue