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-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-10-31 19:32:00 +00:00
parent 2888a1099e
commit a7088d6263
47 changed files with 3628 additions and 1342 deletions

View File

@ -46,50 +46,55 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "3DSLoader.h"
#include "MaterialSystem.h"
#include "TextureTransform.h"
#include "StringComparison.h"
#include "qnan.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ReplaceDefaultMaterial()
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial()
{
// *******************************************************************
// try to find an existing material that matches the
// typical default material setting:
// - no textures
// - diffuse color (in grey!)
// NOTE: This is here to workaround the fact that some
// exporters are writing a default material, too.
unsigned int iIndex = 0xcdcdcdcd;
for (unsigned int i = 0; i < this->mScene->mMaterials.size();++i)
// *******************************************************************
unsigned int idx = 0xcdcdcdcd;
for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{
if (std::string::npos == this->mScene->mMaterials[i].mName.find("default") &&
std::string::npos == this->mScene->mMaterials[i].mName.find("DEFAULT"))continue;
std::string s = mScene->mMaterials[i].mName;
for (std::string::iterator it = s.begin(); it != s.end(); ++it)
*it = ::tolower(*it);
if (this->mScene->mMaterials[i].mDiffuse.r !=
this->mScene->mMaterials[i].mDiffuse.g ||
this->mScene->mMaterials[i].mDiffuse.r !=
this->mScene->mMaterials[i].mDiffuse.b)continue;
if (std::string::npos == s.find("default"))continue;
if (this->mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexBump.mMapName.length()!= 0 ||
this->mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )continue;
if (mScene->mMaterials[i].mDiffuse.r !=
mScene->mMaterials[i].mDiffuse.g ||
mScene->mMaterials[i].mDiffuse.r !=
mScene->mMaterials[i].mDiffuse.b)continue;
iIndex = i;
if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
{
continue;
}
if (0xcdcdcdcd == iIndex)iIndex = (unsigned int)this->mScene->mMaterials.size();
idx = i;
}
if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
// now iterate through all meshes and through all faces and
// find all faces that are using the default material
unsigned int iCnt = 0;
for (std::vector<Dot3DS::Mesh>::iterator
i = this->mScene->mMeshes.begin();
i != this->mScene->mMeshes.end();++i)
unsigned int cnt = 0;
for (std::vector<D3DS::Mesh>::iterator
i = mScene->mMeshes.begin();
i != mScene->mMeshes.end();++i)
{
for (std::vector<unsigned int>::iterator
a = (*i).mFaceMaterials.begin();
@ -99,32 +104,35 @@ void Dot3DSImporter::ReplaceDefaultMaterial()
// some exporters seem to generate invalid data here
if (0xcdcdcdcd == (*a))
{
(*a) = iIndex;
++iCnt;
(*a) = idx;
++cnt;
}
else if ( (*a) >= this->mScene->mMaterials.size())
else if ( (*a) >= mScene->mMaterials.size())
{
(*a) = iIndex;
++iCnt;
(*a) = idx;
DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
++cnt;
}
}
}
if (iCnt && iIndex == this->mScene->mMaterials.size())
if (cnt && idx == mScene->mMaterials.size())
{
// we need to create our own default material
Dot3DS::Material sMat;
// We need to create our own default material
D3DS::Material sMat;
sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
sMat.mName = "%%%DEFAULT";
this->mScene->mMaterials.push_back(sMat);
mScene->mMaterials.push_back(sMat);
DefaultLogger::get()->info("3DS: Generating default material");
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::CheckIndices(Dot3DS::Mesh& sMesh)
// Check whether all indices are valid. Otherwise we'd crash before the validation step was reached
void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
{
for (std::vector< Dot3DS::Face >::iterator
for (std::vector< D3DS::Face >::iterator
i = sMesh.mFaces.begin();
i != sMesh.mFaces.end();++i)
{
@ -133,23 +141,28 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh& sMesh)
{
if ((*i).mIndices[a] >= sMesh.mPositions.size())
{
DefaultLogger::get()->warn("3DS: Face index overflow)");
DefaultLogger::get()->warn("3DS: Vertex index overflow)");
(*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
}
if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
{
DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
(*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
}
}
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::MakeUnique(Dot3DS::Mesh& sMesh)
// Generate out unique verbose format representation
void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
{
unsigned int iBase = 0;
std::vector<aiVector3D> vNew;
// Allocate output storage
std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
std::vector<aiVector2D> vNew2;
vNew.resize(sMesh.mFaces.size() * 3);
if (sMesh.mTexCoords.size())vNew2.resize(sMesh.mFaces.size() * 3);
for (unsigned int i = 0; i < sMesh.mFaces.size();++i)
@ -181,26 +194,27 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh& sMesh)
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
// Convert a 3DS material to an aiMaterial
void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
MaterialHelper& mat)
{
// NOTE: Pass the background image to the viewer by bypassing the
// material system. This is an evil hack, never do it again!
if (0 != this->mBackgroundImage.length() && this->bHasBG)
if (0 != mBackgroundImage.length() && bHasBG)
{
aiString tex;
tex.Set( this->mBackgroundImage);
tex.Set( mBackgroundImage);
mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
// be sure this is only done for the first material
this->mBackgroundImage = std::string("");
mBackgroundImage = std::string("");
}
// At first add the base ambient color of the
// scene to the material
oldMat.mAmbient.r += this->mClrAmbient.r;
oldMat.mAmbient.g += this->mClrAmbient.g;
oldMat.mAmbient.b += this->mClrAmbient.b;
oldMat.mAmbient.r += mClrAmbient.r;
oldMat.mAmbient.g += mClrAmbient.g;
oldMat.mAmbient.b += mClrAmbient.b;
aiString name;
name.Set( oldMat.mName);
@ -213,12 +227,12 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// phong shininess and shininess strength
if (Dot3DS::Dot3DSFile::Phong == oldMat.mShading ||
Dot3DS::Dot3DSFile::Metal == oldMat.mShading)
if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
D3DS::Discreet3DS::Metal == oldMat.mShading)
{
if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
{
oldMat.mShading = Dot3DS::Dot3DSFile::Gouraud;
oldMat.mShading = D3DS::Discreet3DS::Gouraud;
}
else
{
@ -244,31 +258,31 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
aiShadingMode eShading = aiShadingMode_NoShading;
switch (oldMat.mShading)
{
case Dot3DS::Dot3DSFile::Flat:
case D3DS::Discreet3DS::Flat:
eShading = aiShadingMode_Flat; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse (L dot N) shading
case Dot3DS::Dot3DSFile::Wire:
case Dot3DS::Dot3DSFile::Gouraud:
case D3DS::Discreet3DS::Wire:
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud; break;
// assume cook-torrance shading for metals.
case Dot3DS::Dot3DSFile::Phong :
case D3DS::Discreet3DS::Phong :
eShading = aiShadingMode_Phong; break;
case Dot3DS::Dot3DSFile::Metal :
case D3DS::Discreet3DS::Metal :
eShading = aiShadingMode_CookTorrance; break;
// FIX to workaround a warning with GCC 4 who complained
// about a missing case Blinn: here - Blinn isn't a valid
// value in the 3DS Loader, it is just needed for ASE
case Dot3DS::Dot3DSFile::Blinn :
case D3DS::Discreet3DS::Blinn :
eShading = aiShadingMode_Blinn; break;
}
mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
if (Dot3DS::Dot3DSFile::Wire == oldMat.mShading)
if (D3DS::Discreet3DS::Wire == oldMat.mShading)
{
// set the wireframe flag
unsigned int iWire = 1;
@ -276,6 +290,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
}
// texture, if there is one
// DIFFUSE texture
if( oldMat.sTexDiffuse.mMapName.length() > 0)
{
aiString tex;
@ -292,6 +307,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
}
}
// SPECULAR texture
if( oldMat.sTexSpecular.mMapName.length() > 0)
{
aiString tex;
@ -308,6 +324,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_SPECULAR(0));
}
}
// OPACITY texture
if( oldMat.sTexOpacity.mMapName.length() > 0)
{
aiString tex;
@ -323,6 +340,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_OPACITY(0));
}
}
// EMISSIVE texture
if( oldMat.sTexEmissive.mMapName.length() > 0)
{
aiString tex;
@ -338,6 +356,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_EMISSIVE(0));
}
}
// BUMP texturee
if( oldMat.sTexBump.mMapName.length() > 0)
{
aiString tex;
@ -353,6 +372,7 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_HEIGHT(0));
}
}
// SHININESS texture
if( oldMat.sTexShininess.mMapName.length() > 0)
{
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())
{
aiString tex;
@ -378,31 +398,31 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
}
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;
avOutMeshes.reserve(this->mScene->mMeshes.size() * 2);
avOutMeshes.reserve(mScene->mMeshes.size() * 2);
unsigned int iFaceCnt = 0;
// we need to split all meshes by their materials
for (std::vector<Dot3DS::Mesh>::iterator
i = this->mScene->mMeshes.begin();
i != this->mScene->mMeshes.end();++i)
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin();
i != mScene->mMeshes.end();++i)
{
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
this->mScene->mMaterials.size()];
mScene->mMaterials.size()];
unsigned int iNum = 0;
for (std::vector<unsigned int>::const_iterator
a = (*i).mFaceMaterials.begin();
for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end();++a,++iNum)
{
aiSplit[*a].push_back(iNum);
}
// 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)
{
@ -460,51 +480,60 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
{
unsigned int iIndex2 = aiSplit[p][q];
unsigned int iIndex = (*i).mFaces[iIndex2].mIndices[0];
aiVector2D& pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
aiVector2D* pc = &(*i).mTexCoords[(*i).mFaces[iIndex2].mIndices[0]];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc->x,pc->y,0.0f);
iIndex = (*i).mFaces[iIndex2].mIndices[1];
pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
pc = &(*i).mTexCoords[(*i).mFaces[iIndex2].mIndices[1]];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc->x,pc->y,0.0f);
iIndex = (*i).mFaces[iIndex2].mIndices[2];
pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
pc = &(*i).mTexCoords[(*i).mFaces[iIndex2].mIndices[2]];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc->x,pc->y,0.0f);
}
// apply texture coordinate scalings
TextureTransform::BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
TextureTransform::BakeScaleNOffset ( p_pcOut, &mScene->mMaterials[
p_pcOut->mMaterialIndex] );
}
}
}
delete[] aiSplit;
}
// Copy them to the output array
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
for (unsigned int a = 0; a < pcOut->mNumMeshes;++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
// set for each texture
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;
}
// ------------------------------------------------------------------------------------------------
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;
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)
{
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);
// do case independent comparisons here, just for safety
@ -513,12 +542,11 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
}
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;
if (!this->configSkipPivot)
if (!configSkipPivot)
mInv.Inverse();
pcOut->mName.Set(pcIn->mName);
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
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;
aiVector3D* pvCurrent = mesh->mVertices;
if(pivot.x || pivot.y || pivot.z && !this->configSkipPivot)
if(pivot.x || pivot.y || pivot.z && !configSkipPivot)
{
while (pvCurrent != pvEnd)
{
@ -558,24 +586,34 @@ 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();
// Allocate storage for children
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
// Recursively process all children
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
{
pcOut->mChildren[i] = new aiNode();
pcOut->mChildren[i]->mParent = pcOut;
AddNodeToGraph(pcSOut,pcOut->mChildren[i],
pcIn->mChildren[i]);
AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i]);
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
// Generate the output node graph
void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
{
pcOut->mRootNode = new aiNode();
if (0 == this->mRootNode->mChildren.size())
if (0 == mRootNode->mChildren.size())
{
// seems the file has not even a hierarchy.
// generate a flat hiearachy which looks like this:
@ -583,38 +621,55 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
// 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. ");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes;
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mNumMeshes ];
pcOut->mRootNode->mNumChildren = 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>");
// Build dummy nodes for all meshes
unsigned int a = 0;
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
{
aiNode* pcNode = new aiNode();
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
pcNode->mNumChildren = 0;
pcNode->mChildren = 0;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
pcNode->mNumMeshes = 1;
char szBuffer[128];
int iLen;
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;
// Build a name for the node
pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%i",i);
}
// add the new child to the parent node
pcOut->mRootNode->mChildren[i] = pcNode;
// 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 this->AddNodeToGraph(pcOut, pcOut->mRootNode, this->mRootNode);
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)
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 (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')
pcOut->mRootNode->mName.Set("<root>");
// 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;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertScene(aiScene* pcOut)
// Convert all meshes in the scene and generate the final output scene.
void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
{
pcOut->mNumMaterials = (unsigned int)this->mScene->mMaterials.size();
// 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)
{
MaterialHelper* pcNew = new MaterialHelper();
this->ConvertMaterial(this->mScene->mMaterials[i],*pcNew);
ConvertMaterial(mScene->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;
}

View File

@ -58,19 +58,19 @@ http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt */
#include "SmoothingGroups.h"
namespace Assimp {
namespace Dot3DS {
namespace D3DS {
#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.
*/
// ---------------------------------------------------------------------------
class Dot3DSFile
class Discreet3DS
{
public:
inline Dot3DSFile() {}
inline Discreet3DS() {}
//! data structure for a single chunk in a .3ds file
struct Chunk
@ -241,12 +241,7 @@ public:
// Specular map. Seems to influence the specular color
CHUNK_MAT_SPECMAP = 0xA204,
// Holds shininess data. I assume the specular exponent is
// 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.
// Holds shininess data.
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
// Scaling in U/V direction.
@ -281,6 +276,7 @@ public:
// Supported sub chunks
CHUNK_TRACKINFO = 0xB002,
CHUNK_TRACKOBJNAME = 0xB010,
CHUNK_TRACKDUMMYOBJNAME = 0xB011,
CHUNK_TRACKPIVOT = 0xB013,
CHUNK_TRACKPOS = 0xB020,
CHUNK_TRACKROTATE = 0xB021,
@ -288,7 +284,7 @@ public:
// ********************************************************************
// Keyframes for various other stuff in the file
// Ignored
// Partially ignored
CHUNK_AMBIENTKEY = 0xB001,
CHUNK_TRACKMORPH = 0xB026,
CHUNK_TRACKHIDE = 0xB029,
@ -359,9 +355,10 @@ struct Material
//! Default constructor. Builds a default name for the material
Material()
:
mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
mSpecularExponent (0.0f),
mShininessStrength (1.0f),
mShading(Dot3DSFile::Gouraud),
mShading(Discreet3DS::Gouraud),
mTransparency (1.0f),
mBumpHeight (1.0f),
mTwoSided (false),
@ -388,7 +385,7 @@ struct Material
//! Ambient color of the material
aiColor3D mAmbient;
//! Shading type to be used
Dot3DSFile::shadetype3ds mShading;
Discreet3DS::shadetype3ds mShading;
//! Opacity of the material
float mTransparency;
//! Diffuse texture channel
@ -419,7 +416,7 @@ struct Material
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<Dot3DS::Face>
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
{
//! Default constructor
Mesh()
@ -443,6 +440,9 @@ struct Mesh : public MeshWithSmoothingGroups<Dot3DS::Face>
//! Local transformation matrix
aiMatrix4x4 mMat;
};
typedef std::pair<double, float> aiFloatKey;
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */
struct Node
@ -458,11 +458,9 @@ struct Node
::sprintf(szTemp,"UNNAMED_%i",iCnt++);
mName = szTemp;
#ifdef AI_3DS_KEYFRAME_ANIMATION
aRotationKeys.reserve(10);
aPositionKeys.reserve(10);
aScalingKeys.reserve(10);
#endif
aRotationKeys.reserve (20);
aPositionKeys.reserve (20);
aScalingKeys.reserve (20);
}
//! Pointer to the parent node
@ -474,13 +472,16 @@ struct Node
//! Name of the node
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)
int16_t mHierarchyPos;
//! Index of the node
int16_t mHierarchyIndex;
#ifdef AI_3DS_KEYFRAME_ANIMATION
//! Rotation keys loaded from the file
std::vector<aiQuatKey> aRotationKeys;
@ -489,7 +490,14 @@ struct Node
//! Scaling keys loaded from the file
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
aiVector3D vPivot;
@ -516,12 +524,18 @@ struct Scene
//! List of all meshes loaded
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
Node* pcRootNode;
};
} // end of namespace Dot3DS
} // end of namespace D3DS
} // end of namespace Assimp
#endif // AI_XFILEHELPER_H_INC

File diff suppressed because it is too large Load Diff

View File

@ -53,22 +53,22 @@ namespace Assimp
{
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)
*/
class Dot3DSImporter : public BaseImporter
class Discreet3DSImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
Dot3DSImporter();
Discreet3DSImporter();
/** Destructor, private as well */
~Dot3DSImporter();
~Discreet3DSImporter();
public:
@ -105,15 +105,15 @@ protected:
// -------------------------------------------------------------------
/** Converts a temporary material to the outer representation
*/
void ConvertMaterial(Dot3DS::Material& p_cMat,
void ConvertMaterial(D3DS::Material& p_cMat,
MaterialHelper& p_pcOut);
// -------------------------------------------------------------------
/** Read a chunk, get a pointer to it
* The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
* thus pointing directly to the data of the chunk
/** Read a 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
@ -144,52 +144,57 @@ protected:
// -------------------------------------------------------------------
/** Parse a main top-level chunk in the file
*/
void ParseMainChunk(int& piRemaining);
void ParseMainChunk();
// -------------------------------------------------------------------
/** 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
*/
void ParseEditorChunk(int& piRemaining);
void ParseEditorChunk();
// -------------------------------------------------------------------
/** Parse a top-level object chunk in the file
*/
void ParseObjectChunk(int& piRemaining);
void ParseObjectChunk();
// -------------------------------------------------------------------
/** Parse a material chunk in the file
*/
void ParseMaterialChunk(int& piRemaining);
void ParseMaterialChunk();
// -------------------------------------------------------------------
/** 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
*/
void ParseFaceChunk(int& piRemaining);
void ParseFaceChunk();
// -------------------------------------------------------------------
/** Parse a keyframe chunk in the file
*/
void ParseKeyframeChunk(int& piRemaining);
void ParseKeyframeChunk();
// -------------------------------------------------------------------
/** Parse a hierarchy chunk in the file
*/
void ParseHierarchyChunk(int& piRemaining);
void ParseHierarchyChunk(uint16_t parent);
// -------------------------------------------------------------------
/** 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
@ -209,18 +214,18 @@ protected:
// -------------------------------------------------------------------
/** generate unique vertices for a mesh
*/
void MakeUnique(Dot3DS::Mesh& sMesh);
void MakeUnique(D3DS::Mesh& sMesh);
// -------------------------------------------------------------------
/** 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.
* 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
@ -230,7 +235,7 @@ protected:
// -------------------------------------------------------------------
/** Clamp all indices in the file to a valid range
*/
void CheckIndices(Dot3DS::Mesh& sMesh);
void CheckIndices(D3DS::Mesh& sMesh);
protected:
@ -238,23 +243,17 @@ protected:
/** Configuration option: skip pivot chunks */
bool configSkipPivot;
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** 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;
/** Stream to read from */
StreamReaderLE* stream;
/** Last touched node index */
short mLastNodeIndex;
/** Current node, root node */
Dot3DS::Node* mCurrentNode, *mRootNode;
D3DS::Node* mCurrentNode, *mRootNode;
/** Scene under construction */
Dot3DS::Scene* mScene;
D3DS::Scene* mScene;
/** Ambient base color of the scene */
aiColor3D mClrAmbient;

View File

@ -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) \
++buffer; \
const char* sz = buffer; \
@ -167,6 +167,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
{
// load the children of this object recursively
obj.children.reserve(num);
for (unsigned int i = 0; i < num; ++i)
LoadObjectSection(obj.children);
}
return;
@ -218,12 +219,16 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
obj.vertices.push_back(aiVector3D());
aiVector3D& v = obj.vertices.back();
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))
{
SkipSpaces(&buffer);
bool Q3DWorkAround = false;
const unsigned int t = strtol10(buffer,&buffer);
obj.surfaces.reserve(t);
for (unsigned int i = 0; i < t;++i)
@ -231,9 +236,17 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
GetNextLine();
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
break;
// break; --- see fix notes above
Q3DWorkAround = true;
}
SkipSpaces(&buffer);
obj.surfaces.push_back(Surface());
@ -254,6 +267,16 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
}
else if (TokenMatch(buffer,"refs",4))
{
// --- see fix notes above
if (Q3DWorkAround)
{
if (!surf.entries.empty())
{
buffer -= 6;
break;
}
}
SkipSpaces(&buffer);
const unsigned int m = strtol10(buffer);
surf.entries.reserve(m);
@ -612,11 +635,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
// print the file format version to the console
unsigned int version = HexDigitToDecimal( buffer[4] );
char msg[3];
#if defined(_MSC_VER)
::_itoa(version,msg,10);
#else
snprintf(msg, 3, "%d", version); //itoa is not available under linux
#endif
itoa10(msg,3,version);
DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
std::vector<Material> materials;
@ -685,6 +704,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
// build output arrays
if (meshes.empty())
{
throw new ImportErrorException("An unknown error occured during converting");
}
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];

View File

@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MaterialSystem.h"
#include "StringComparison.h"
#include "TextureTransform.h"
#include "SkeletonMeshBuilder.h"
// utilities
#include "fast_atof.h"
@ -78,12 +79,13 @@ bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
return false;
std::string extension = pFile.substr( pos);
// Either ASE or ASK
// Either ASE, ASC or ASK
return !(extension.length() < 4 || extension[0] != '.' ||
extension[1] != 'a' && extension[1] != 'A' ||
extension[2] != 's' && extension[2] != 'S' ||
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.
void ASEImporter::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
void ASEImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
@ -122,6 +124,10 @@ void ASEImporter::InternReadFile(
mParser = &parser;
mParser->Parse();
// Check whether we loaded at least one mesh. If we did - generate
// materials and copy meshes.
if ( !mParser->m_vMeshes.empty())
{
// if absolutely no material has been loaded from the file
// we need to generate a default material
GenerateDefaultMaterial();
@ -136,14 +142,14 @@ void ASEImporter::InternReadFile(
{
if ((*i).bSkip)continue;
TransformVertices(*i);
// now we need to create proper meshes from the import we need to
// split them by materials, build valid vertex/face lists ...
// now we need to create proper meshes from the import we
// need to split them by materials, build valid vertex/
// face lists ...
BuildUniqueRepresentation(*i);
// need to generate proper vertex normals if necessary
if(GenerateNormals(*i))tookNormals = true;
if(GenerateNormals(*i))
tookNormals = true;
// convert all meshes to aiMesh objects
ConvertMeshes(*i,avOutMeshes);
@ -155,7 +161,7 @@ void ASEImporter::InternReadFile(
"experience problems");
}
// now build the output mesh list. remove dummies
// 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
@ -167,8 +173,28 @@ void ASEImporter::InternReadFile(
}
pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
// buil final material indices (remove submaterials and make the final list)
// build final material indices (remove submaterials and setup
// the final list)
BuildMaterialIndices();
}
// Copy all scene graph nodes - lights, cameras, dummies and meshes
// into one large array
nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
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
BuildNodes();
@ -181,6 +207,15 @@ void ASEImporter::InternReadFile(
// build output lights
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()
@ -208,7 +243,7 @@ void ASEImporter::GenerateDefaultMaterial()
mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
mat.mShading = Dot3DSFile::Gouraud;
mat.mShading = Discreet3DS::Gouraud;
mat.mName = AI_DEFAULT_MATERIAL_NAME;
}
}
@ -217,14 +252,37 @@ void ASEImporter::GenerateDefaultMaterial()
void ASEImporter::BuildAnimations()
{
// 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;
for (;i != mParser->m_vMeshes.end();++i)
for (;i != nodes.end();++i)
{
// TODO: Implement Bezier & TCB support
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)
{
if ((*i).bSkip)continue;
if ((*i).mAnim.akeyPositions.size() > 1 || (*i).mAnim.akeyRotations.size() > 1)
++iNum;
}
}
if (iNum)
{
// Generate a new animation channel and setup everything for it
@ -236,29 +294,27 @@ void ASEImporter::BuildAnimations()
pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
iNum = 0;
i = mParser->m_vMeshes.begin();
// 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
aiNodeAnim* pcNodeAnim = pcAnim->mChannels[iNum++] = new aiNodeAnim();
pcNodeAnim->mNodeName.Set((*i).mName);
pcNodeAnim->mNodeName.Set((*i)->mName);
// copy position keys
if ((*i).mAnim.akeyPositions.size() > 1 )
if ((*i)->mAnim.akeyPositions.size() > 1 )
{
// 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];
::memcpy(pcNodeAnim->mPositionKeys,&(*i).mAnim.akeyPositions[0],
::memcpy(pcNodeAnim->mPositionKeys,&(*i)->mAnim.akeyPositions[0],
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)
{
pcAnim->mDuration = std::max(pcAnim->mDuration,
@ -266,23 +322,39 @@ void ASEImporter::BuildAnimations()
}
}
// copy rotation keys
if ((*i).mAnim.akeyRotations.size() > 1 )
if ((*i)->mAnim.akeyRotations.size() > 1 )
{
// Allocate the key array and fill it
pcNodeAnim->mNumRotationKeys = (unsigned int) (*i).mAnim.akeyPositions.size();
pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
pcNodeAnim->mNumRotationKeys = (unsigned int) (*i)->mAnim.akeyRotations.size();
pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumRotationKeys];
::memcpy(pcNodeAnim->mRotationKeys,&(*i).mAnim.akeyRotations[0],
::memcpy(pcNodeAnim->mRotationKeys,&(*i)->mAnim.akeyRotations[0],
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)
{
pcAnim->mDuration = std::max(pcAnim->mDuration,
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->mHorizontalFOV = in.mFOV;
// TODO: Implement proper camera target
out->mName.Set(in.mName);
}
}
@ -324,8 +398,32 @@ void ASEImporter::BuildLights()
aiLight* out = pcScene->mLights[i] = new aiLight();
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);
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;
}
}
@ -447,12 +545,12 @@ void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
}
// add sub nodes
aiMatrix4x4 mNewAbs = mat * node->mTransformation;
// aiMatrix4x4 mNewAbs = mat * node->mTransformation;
// prevent stack overflow
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->mName.Set("<root>");
// generate a full list of all scenegraph elements we have
std::vector<BaseNode*> nodes;
nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
+ mParser->m_vCameras.size());
// Setup the coordinate system transformation
pcScene->mRootNode->mTransformation.c3 *= -1.f;
pcScene->mRootNode->mNumChildren = 1;
pcScene->mRootNode->mChildren = new aiNode*[1];
pcScene->mRootNode->mChildren[0] = new aiNode();
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
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));
// Change the transformation matrix of all nodes
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();
it != end; ++it)
{
aiMatrix4x4& m = (*it)->mTransform;
m.Transpose(); // row-order vs column-order
}
// 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
// been added to the nodegraph (= their parent could not be recognized)
@ -566,11 +664,15 @@ void ASEImporter::BuildNodes()
pcScene->mMeshes[i]->mColors[2] = NULL;
// 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;
pcScene->mRootNode = pcScene->mRootNode->mChildren[0];
pcScene->mRootNode = cc;
pcScene->mRootNode->mParent = NULL;
cc->mTransformation = pc->mTransformation * cc->mTransformation;
// make sure the destructor won't delete us ...
delete[] pc->mChildren;
@ -586,14 +688,6 @@ void ASEImporter::BuildNodes()
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)
{
@ -633,16 +727,16 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
}
// iterate through all faces in the mesh
unsigned int iCurrent = 0;
unsigned int iCurrent = 0, fi = 0;
for (std::vector<ASE::Face>::iterator
i = mesh.mFaces.begin();
i != mesh.mFaces.end();++i)
i != mesh.mFaces.end();++i,++fi)
{
for (unsigned int n = 0; n < 3;++n,++iCurrent)
{
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
//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
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
if (!mesh.mNormals.empty())
{
mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
mNormals[iCurrent] = mesh.mNormals[fi*3+n];
mNormals[iCurrent].Normalize();
//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
@ -722,11 +816,11 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
}
// if there is no shininess, we can disable phong lighting
else if (Dot3DS::Dot3DSFile::Metal == mat.mShading ||
Dot3DS::Dot3DSFile::Phong == mat.mShading ||
Dot3DS::Dot3DSFile::Blinn == mat.mShading)
else if (D3DS::Discreet3DS::Metal == mat.mShading ||
D3DS::Discreet3DS::Phong == mat.mShading ||
D3DS::Discreet3DS::Blinn == mat.mShading)
{
mat.mShading = Dot3DS::Dot3DSFile::Gouraud;
mat.mShading = D3DS::Discreet3DS::Gouraud;
}
// opacity
@ -737,24 +831,24 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
aiShadingMode eShading = aiShadingMode_NoShading;
switch (mat.mShading)
{
case Dot3DS::Dot3DSFile::Flat:
case D3DS::Discreet3DS::Flat:
eShading = aiShadingMode_Flat; break;
case Dot3DS::Dot3DSFile::Phong :
case D3DS::Discreet3DS::Phong :
eShading = aiShadingMode_Phong; break;
case Dot3DS::Dot3DSFile::Blinn :
case D3DS::Discreet3DS::Blinn :
eShading = aiShadingMode_Blinn; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse (L dot N) shading
case Dot3DS::Dot3DSFile::Wire:
case Dot3DS::Dot3DSFile::Gouraud:
case D3DS::Discreet3DS::Wire:
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud; break;
case Dot3DS::Dot3DSFile::Metal :
case D3DS::Discreet3DS::Metal :
eShading = aiShadingMode_CookTorrance; break;
}
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
unsigned int iWire = 1;
@ -1190,7 +1284,7 @@ void ASEImporter::BuildMaterialIndices()
// allocate the output material array
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;
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)

View File

@ -83,7 +83,7 @@ protected:
*/
void GetExtensionList(std::string& append)
{
append.append("*.ase;*.ask");
append.append("*.ase;*.ask;*.asc");
}
// -------------------------------------------------------------------
@ -116,12 +116,6 @@ protected:
*/
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 ;-)
* \param mesh Mesh to work with
* \param Receives the list of all created meshes
@ -192,6 +186,8 @@ protected:
/** Scene to be filled */
aiScene* pcScene;
std::vector<BaseNode*> nodes;
/** Config options: Recompute the normals in every case - WA
for 3DS Max broken ASE normal export */
bool configRecomputeNormals;

View File

@ -135,8 +135,7 @@ void Parser::LogWarning(const char* szWarn)
#if _MSC_VER >= 1400
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
#else
ai_assert(strlen(szWarn) < 950);
sprintf(szTemp,"Line %i: %s",iLineNumber,szWarn);
snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
#endif
// output the warning to the logger ...
@ -151,8 +150,7 @@ void Parser::LogInfo(const char* szWarn)
#if _MSC_VER >= 1400
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
#else
ai_assert(strlen(szWarn) < 950);
sprintf(szTemp,"Line %i: %s",iLineNumber,szWarn);
snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
#endif
// output the information to the logger ...
@ -167,8 +165,7 @@ void Parser::LogError(const char* szWarn)
#if _MSC_VER >= 1400
sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
#else
ai_assert(strlen(szWarn) < 950);
sprintf(szTemp,"Line %i: %s",iLineNumber,szWarn);
snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
#endif
// throw an exception
@ -241,10 +238,10 @@ void Parser::Parse()
unsigned int iVersion;
ParseLV4MeshLong(iVersion);
if (200 != iVersion)
if (iVersion > 200)
{
LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
be 200. Continuing happily ...");
be <=200. Continuing happily ...");
}
continue;
}
@ -254,7 +251,8 @@ void Parser::Parse()
ParseLV1SceneBlock();
continue;
}
// "group"
// "group" - no implementation yet, in facte
// we're just ignoring them for the moment
if (TokenMatch(m_szFile,"GROUP",5))
{
Parse();
@ -271,15 +269,15 @@ void Parser::Parse()
{
m_vMeshes.push_back(Mesh());
ParseLV1GeometryObjectBlock(m_vMeshes.back());
ParseLV1ObjectBlock(m_vMeshes.back());
continue;
}
// helper object = dummy in the hierarchy
if (TokenMatch(m_szFile,"HELPEROBJECT",12))
{
m_vMeshes.push_back(Mesh());
ParseLV1GeometryObjectBlock(m_vMeshes.back());
m_vDummies.push_back(Dummy());
ParseLV1ObjectBlock(m_vDummies.back());
continue;
}
// light object
@ -287,14 +285,14 @@ void Parser::Parse()
{
m_vLights.push_back(Light());
ParseLV1LightObjectBlock(m_vLights.back());
ParseLV1ObjectBlock(m_vLights.back());
continue;
}
// camera object
if (TokenMatch(m_szFile,"CAMERAOBJECT",12))
{
m_vCameras.push_back(Camera());
ParseLV1CameraObjectBlock(m_vCameras.back());
ParseLV1ObjectBlock(m_vCameras.back());
continue;
}
// comment - print it on the console
@ -436,24 +434,24 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
{
if (TokenMatch(m_szFile,"Blinn",5))
{
mat.mShading = Dot3DSFile::Blinn;
mat.mShading = Discreet3DS::Blinn;
}
else if (TokenMatch(m_szFile,"Phong",5))
{
mat.mShading = Dot3DSFile::Phong;
mat.mShading = Discreet3DS::Phong;
}
else if (TokenMatch(m_szFile,"Flat",4))
{
mat.mShading = Dot3DSFile::Flat;
mat.mShading = Discreet3DS::Flat;
}
else if (TokenMatch(m_szFile,"Wire",4))
{
mat.mShading = Dot3DSFile::Wire;
mat.mShading = Discreet3DS::Wire;
}
else
{
// assume gouraud shading
mat.mShading = Dot3DSFile::Gouraud;
mat.mShading = Discreet3DS::Gouraud;
SkipToNextToken();
}
continue;
@ -572,13 +570,28 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
void Parser::ParseLV3MapBlock(Texture& map)
{
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)
{
if ('*' == *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
if (TokenMatch(m_szFile,"BITMAP" ,6))
if (parsePath && TokenMatch(m_szFile,"BITMAP" ,6))
{
if(!ParseString(map.mMapName,"*BITMAP"))
SkipToNextToken();
@ -664,33 +677,7 @@ bool Parser::ParseString(std::string& out,const char* szName)
}
// ------------------------------------------------------------------------------------------------
bool Parser::ParseSharedNodeInfo(ASE::BaseNode& mesh)
{
// 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)
void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node)
{
int iDepth = 0;
while (true)
@ -698,12 +685,41 @@ void Parser::ParseLV1LightObjectBlock(ASE::Light& light)
if ('*' == *m_szFile)
{
++m_szFile;
// first process common tokens such as node name and transform
if (ParseSharedNodeInfo(light))continue;
// name of the mesh/node
if (TokenMatch(m_szFile,"NODE_NAME" ,9))
{
if(!ParseString(node.mName,"*NODE_NAME"))
SkipToNextToken();
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(light);
ParseLV2LightSettingsBlock((ASE::Light&)node);
continue;
}
// type of the light source
@ -711,7 +727,19 @@ void Parser::ParseLV1LightObjectBlock(ASE::Light& light)
{
if (!ASSIMP_strincmp("omni",m_szFile,4))
{
light.mLightType = ASE::Light::OMNI;
((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
{
@ -721,29 +749,31 @@ void Parser::ParseLV1LightObjectBlock(ASE::Light& light)
continue;
}
}
AI_ASE_HANDLE_TOP_LEVEL_SECTION(iDepth);
}
return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1CameraObjectBlock(ASE::Camera& camera)
{
int iDepth = 0;
while (true)
else if (node.mType == BaseNode::Camera)
{
if ('*' == *m_szFile)
{
++m_szFile;
// first process common tokens such as node name and transform
if (ParseSharedNodeInfo(camera))continue;
// Camera settings
if (TokenMatch(m_szFile,"CAMERA_SETTINGS" ,15))
{
ParseLV2CameraSettingsBlock(camera);
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);
}
return;
@ -798,6 +828,16 @@ void Parser::ParseLV2LightSettingsBlock(ASE::Light& light)
ParseLV4MeshFloat(light.mIntensity);
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");
}
@ -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;
ASE::Animation* anim = &mesh.mAnim;
while (true)
{
if ('*' == *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
if (TokenMatch(m_szFile,"MESH" ,4))
{
ParseLV2MeshBlock(mesh);
DefaultLogger::get()->error("ASE: Found target animation channel "
"but the node is neither a camera nor a spot light");
anim = NULL;
}
else anim = &mesh.mTargetAnim;
}
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
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
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");
}
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3PosAnimationBlock(ASE::Mesh& mesh)
void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
{
int iDepth = 0;
unsigned int iIndex;
while (true)
{
if ('*' == *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);
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;
unsigned int iIndex;
while (true)
{
if ('*' == *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))
{
unsigned int iIndex;
mesh.mAnim.akeyRotations.push_back(aiQuatKey());
aiQuatKey& key = mesh.mAnim.akeyRotations.back();
b = true;
anim.mRotationType = ASE::Animation::TRACK;
}
// 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;
ParseLV4MeshFloatTriple(&v.x,iIndex);
ParseLV4MeshFloat(f);
@ -916,11 +1067,54 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Mesh& mesh)
void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
{
int iDepth = 0;
int mode = 0;
while (true)
{
if ('*' == *m_szFile)
{
++m_szFile;
// name of the node
if (TokenMatch(m_szFile,"NODE_NAME" ,9))
{
std::string temp;
if(!ParseString(temp,"*NODE_NAME"))
SkipToNextToken();
std::string::size_type s;
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;
}
if (mode)
{
// fourth row of the transformation matrix - and also the
// 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))
{
@ -939,12 +1133,6 @@ void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
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))
{
@ -976,6 +1164,8 @@ void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
continue;
}
}
}
}
AI_ASE_HANDLE_SECTION(iDepth,"2","*NODE_TM");
}
return;
@ -1493,45 +1683,58 @@ void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
{
// 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;
unsigned int iIndex = 0;
unsigned int iIndex = 0, faceIdx = 0xffffffff;
// just smooth both vertex and face normals together, so it will still
// work if one oneof the two is missing ...
// FIX: ASE normals aren't orhotnormal and not really usable for us
// work if one one of the two is missing ...
while (true)
{
if ('*' == *m_szFile)
{
++m_szFile;
if (TokenMatch(m_szFile,"MESH_VERTEXNORMAL",17))
if (0xffffffff != faceIdx && TokenMatch(m_szFile,"MESH_VERTEXNORMAL",17))
{
aiVector3D vNormal;
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;
}
sMesh.mNormals[iIndex] += vNormal;
// We'll renormalized later
sMesh.mNormals[faceIdx*3 + iIndex] += vNormal;
continue;
}
if (TokenMatch(m_szFile,"MESH_FACENORMAL",15))
{
aiVector3D vNormal;
ParseLV4MeshFloatTriple(&vNormal.x,iIndex);
ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
if (iIndex >= sMesh.mFaces.size())
{
LogWarning("Face normal index is too large");
faceIdx = 0xffffffff;
continue;
}
for (unsigned int i = 0; i<3; ++i)
{
sMesh.mNormals[sMesh.mFaces[iIndex].mIndices[i]] += vNormal;
}
sMesh.mNormals[faceIdx*3] += vNormal;
sMesh.mNormals[faceIdx*3 +1] += vNormal;
sMesh.mNormals[faceIdx*3 +2] += vNormal;
continue;
}
}

View File

@ -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
#include "3DSLoader.h"
namespace Assimp
{
namespace Assimp {
namespace ASE {
// http://wiki.beyondunreal.com/Legacy:ASE_File_Format
namespace ASE
{
using namespace Dot3DS;
using namespace D3DS;
// ---------------------------------------------------------------------------
/** Helper structure representing an ASE material */
struct Material : public Dot3DS::Material
struct Material : public D3DS::Material
{
//! Default constructor
Material() : pcInstance(NULL), bNeed (false)
@ -159,12 +156,34 @@ struct BoneVertex
/** Helper structure to represent an ASE file 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;
//! List of position keyframes
//! List of track position keyframes
std::vector< aiVectorKey > akeyPositions;
//! List of track scaling keyframes
std::vector< aiVectorKey > akeyScaling;
};
// ---------------------------------------------------------------------------
@ -217,10 +236,20 @@ struct BaseNode
//! Transformation matrix of the node
aiMatrix4x4 mTransform;
//! Target position (target lights and cameras)
aiVector3D mTargetPosition;
//! Specifies which axes transformations a node inherits
//! from its parent ...
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;
};
@ -253,9 +282,6 @@ struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
//! List of all bones
std::vector<Bone> mBones;
//! Animation channels for the node
Animation mAnim;
//! Material index of the mesh
unsigned int iMaterialIndex;
@ -272,7 +298,10 @@ struct Light : public BaseNode
{
enum LightType
{
OMNI
OMNI,
TARGET,
FREE,
DIRECTIONAL
};
//! Constructor.
@ -281,28 +310,51 @@ struct Light : public BaseNode
, mLightType (OMNI)
, mColor (1.f,1.f,1.f)
, mIntensity (1.f) // light is white by default
, mAngle (45.f)
, mFalloff (0.f)
{
}
LightType mLightType;
aiColor3D mColor;
float mIntensity;
float mAngle; // in degrees
float mFalloff;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE camera */
struct Camera : public BaseNode
{
enum CameraType
{
FREE,
TARGET
};
//! Constructor
Camera()
: BaseNode (BaseNode::Camera)
, mFOV (0.75f) // in radians
, mNear (0.1f)
, mFar (1000.f) // could be zero
, mCameraType (FREE)
{
}
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();
// -------------------------------------------------------------------
//! Parse a *GEOMOBJECT block in a file
//! \param mesh Mesh object to be filled
void ParseLV1GeometryObjectBlock(Mesh& 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 *<xxx>OBJECT block in a file
//! \param mesh Node to be filled
void ParseLV1ObjectBlock(BaseNode& mesh);
// -------------------------------------------------------------------
//! Parse a *MATERIAL blocks in a material list
@ -371,9 +406,10 @@ private:
// -------------------------------------------------------------------
//! Parse a *TM_ANIMATION block in a file
//! \param mesh Mesh object to be filled
void ParseLV2AnimationBlock(Mesh& mesh);
void ParseLV3PosAnimationBlock(Mesh& mesh);
void ParseLV3RotAnimationBlock(Mesh& mesh);
void ParseLV2AnimationBlock(BaseNode& mesh);
void ParseLV3PosAnimationBlock(ASE::Animation& anim);
void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
void ParseLV3RotAnimationBlock(ASE::Animation& anim);
// -------------------------------------------------------------------
//! Parse a *MESH block in a file
@ -573,6 +609,9 @@ public:
//! List of all meshes found in the file
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
std::vector<Light> m_vLights;

View File

@ -42,6 +42,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_PCH_INCLUDED
#define ASSIMP_PCH_INCLUDED
#define ASSIMP_INTERNAL_BUILD
// *******************************************************************
// Print detailled memory allocation statistics? In this case we'll
// 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/assimp.hpp"
// *******************************************************************
// internal headers that are nearly always required
// *******************************************************************

View File

@ -140,27 +140,31 @@ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler,
// ------------------------------------------------------------------------------------------------
// Represents an import request
struct LoadRequest
{
LoadRequest(const std::string& _file, unsigned int _flags)
LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map)
: file (_file)
, flags (_flags)
, scene (NULL)
, refCnt (1)
, loaded (false)
, map (*_map)
{}
const std::string file;
unsigned int flags;
unsigned int refCnt;
aiScene* scene;
bool loaded;
BatchLoader::PropertyMap map;
bool operator== (const std::string& f)
{return file == f;}
};
// ------------------------------------------------------------------------------------------------
// BatchLoader::pimpl data structure
struct BatchData
{
// 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
BatchData* data = ( BatchData* )pimpl;
@ -211,10 +216,9 @@ void BatchLoader::AddLoadRequest (const std::string& file)
(*it).refCnt++;
return;
}
data->requests.push_back(LoadRequest(file,0));
data->requests.push_back(LoadRequest(file,steps,map));
}
// ------------------------------------------------------------------------------------------------
aiScene* BatchLoader::GetImport (const std::string& file)
{
@ -234,7 +238,6 @@ aiScene* BatchLoader::GetImport (const std::string& file)
return NULL;
}
// ------------------------------------------------------------------------------------------------
void BatchLoader::LoadAll()
{
@ -244,12 +247,15 @@ void BatchLoader::LoadAll()
for (std::list<LoadRequest>::iterator it = data->requests.begin();
it != data->requests.end(); ++it)
{
// no postprocessing for the moment except validation
// in debug builds
unsigned int pp = 0;
// force validation in debug builds
unsigned int pp = (*it).flags;
#ifdef _DEBUG
pp |= aiProcess_ValidateDataStructure;
#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);
(*it).scene = const_cast<aiScene*>(data->pImporter->GetOrphanedScene());

View File

@ -247,6 +247,22 @@ protected:
*/
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:
@ -258,10 +274,12 @@ public:
/** 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 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.

View File

@ -97,7 +97,7 @@ public:
T data;
};
typedef uint32_t KeyType;
typedef unsigned int KeyType;
typedef std::map<KeyType, Base*> PropertyMap;
public:

View File

@ -117,10 +117,18 @@ void ConvertToLHProcess::Execute( aiScene* pScene)
// transform all normals
if (pcMesh->HasNormals())
{
mTransform.Inverse().Transpose();
for (unsigned int n = 0; n < pcMesh->mNumVertices;++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

View File

@ -118,6 +118,19 @@ bool DXFImporter::GetNextLine()
if(!SkipLine(&buffer))
return false;
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;
}
@ -421,8 +434,11 @@ bool DXFImporter::ParsePolyLine()
// flags --- important that we know whether it is a polyface mesh
case 70:
{
if (!flags)
{
flags = strtol10(cursor);
}
break;
};
@ -472,7 +488,7 @@ bool DXFImporter::ParsePolyLine()
it != end; ++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");
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 72: outIdx[1] = 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
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;

View File

@ -233,6 +233,8 @@ DefaultLogger::DefaultLogger( const std::string &name, LogSeverity severity ) :
if (name.empty())
return;
m_Streams.push_back( new FileLogStream( name ) );
noRepeatMsg = false;
}
// ---------------------------------------------------------------------------
@ -262,20 +264,37 @@ void DefaultLogger::writeToStreams(const std::string &message,
{
if ( message.empty() )
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();
it != m_StreamArray.end();
++it)
{
if ( ErrorSev & (*it)->m_uiErrorSeverity )
{
(*it)->m_pStream->write( message );
(*it)->m_pStream->write( s);
}
}
for (std::vector<LogStream*>::iterator it = m_Streams.begin();
it != m_Streams.end();
++it)
{
(*it)->write( message + std::string("\n"));
(*it)->write( s + std::string("\n"));
}
}

View File

@ -109,8 +109,9 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
bool out = false;
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++)
{
int result;
@ -131,8 +132,32 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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(!(pScene->mNumAnimations = realAnimations))
{
delete[] pScene->mAnimations;
pScene->mAnimations = NULL;
}
if ( real != pScene->mNumMeshes)
{
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)
{
bool ret = false;

View File

@ -92,6 +92,21 @@ protected:
* @return 0 - nothing, 1 - removed sth, 2 - please delete me
*/
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

View File

@ -46,13 +46,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ------------------------------------------------------------------------------------------------
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)
{
ai_assert(NULL != szName);
typedef std::map< uint32_t, T > GenericPropertyMap;
typedef std::pair< uint32_t, T > GenericPair;
typedef std::map< unsigned int, T > GenericPropertyMap;
typedef std::pair< unsigned int, T > GenericPair;
uint32_t hash = SuperFastHash(szName);
@ -70,13 +70,13 @@ inline void SetGenericProperty(std::map< uint32_t, T >& list,
// ------------------------------------------------------------------------------------------------
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)
{
ai_assert(NULL != szName);
typedef std::map< uint32_t, T > GenericPropertyMap;
typedef std::pair< uint32_t, T > GenericPair;
typedef std::map< unsigned int, T > GenericPropertyMap;
typedef std::pair< unsigned int, T > GenericPair;
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
// passing NULL removes the whole property
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)
{
ai_assert(NULL != szName);
typedef std::map< uint32_t, T* > GenericPropertyMap;
typedef std::pair< uint32_t, T* > GenericPair;
typedef std::map< unsigned int, T* > GenericPropertyMap;
typedef std::pair< unsigned int, T* > GenericPair;
uint32_t hash = SuperFastHash(szName);

View File

@ -58,8 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endif
// ------------------------------------------------------------------------------------------------
inline uint32_t SuperFastHash (const char * data, unsigned int len = 0, uint32_t hash = 0) {
uint32_t tmp;
inline unsigned int SuperFastHash (const char * data, unsigned int len = 0, unsigned int hash = 0) {
unsigned int tmp;
int rem;
if (!data) return 0;

View File

@ -122,6 +122,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_BUILD_NO_IRR_IMPORTER
# include "IRRLoader.h"
#endif
//#ifndef AI_BUILD_NO_Q3D_IMPORTER
//# include "Q3DLoader.h"
//#endif
// PostProcess-Steps
@ -213,7 +216,7 @@ Importer::Importer() :
mImporter.push_back( new ObjFileImporter());
#endif
#if (!defined AI_BUILD_NO_3DS_IMPORTER)
mImporter.push_back( new Dot3DSImporter());
mImporter.push_back( new Discreet3DSImporter());
#endif
#if (!defined AI_BUILD_NO_MD3_IMPORTER)
mImporter.push_back( new MD3Importer());
@ -275,6 +278,9 @@ Importer::Importer() :
#if (!defined AI_BUILD_NO_IRR_IMPORTER)
mImporter.push_back( new IRRImporter());
#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
// of sequence it is executed. steps that are added here are not validated -
@ -287,6 +293,7 @@ Importer::Importer() :
mPostProcessingSteps.push_back( new DeterminePTypeHelperProcess());
#if (!defined AI_BUILD_NO_FINDDEGENERATES_PROCESS)
mPostProcessingSteps.push_back( new FindDegeneratesProcess());
#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
{
return GetGenericProperty<std::string>(mStringProperties,szName,iErrorReturn);

View File

@ -69,6 +69,7 @@ inline aiTextureMapMode GetMapMode(LWO::Texture::Wrap in)
return aiTextureMapMode_Mirror;
case LWO::Texture::RESET:
DefaultLogger::get()->warn("LWO2: Unsupported texture map mode: RESET");
// fall though here
case LWO::Texture::EDGE:
return aiTextureMapMode_Clamp;
}
@ -258,12 +259,18 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
if ((*it).functionName == "LW_SuperCelShader" ||
(*it).functionName == "AH_CelShader")
{
DefaultLogger::get()->info("Mapping LW_SuperCelShader/AH_CelShader "
"to aiShadingMode_Toon");
m = aiShadingMode_Toon;
break;
}
else if ((*it).functionName == "LW_RealFresnel" ||
(*it).functionName == "LW_FastFresnel")
{
DefaultLogger::get()->info("Mapping LW_RealFresnel/LW_FastFresnel "
"to aiShadingMode_Fresnel");
m = aiShadingMode_Fresnel;
break;
}
@ -554,22 +561,8 @@ void LWOImporter::LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* head, unsig
{
case AI_LWO_ENAB:
shader.enabled = GetU2() ? true : false;
}
mFileBuffer = next;
}
break;
// 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:
GetS0( shader.functionName, head->length );
}

View File

@ -165,6 +165,7 @@ struct Material
//! Constructor
Material()
: diffuse(0.6f,0.6f,0.6f)
{
// empty
}

View File

@ -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);
// parse all list elements
p_pcOut->avList.resize(3);
p_pcOut->avList.resize(iNum);
for (unsigned int i = 0; i < iNum;++i)
{
if (!SkipSpaces(pCur, &pCur))return false;

View File

@ -86,7 +86,7 @@ inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
{
aiVertexWeight& weight = bone->mWeights[a];
avPerVertexWeights[weight.mVertexId].push_back(
std::pair<unsigned int,float>(a,weight.mWeight));
std::pair<unsigned int,float>(i,weight.mWeight));
}
}
return avPerVertexWeights;

View File

@ -298,6 +298,7 @@ bool STLImporter::LoadBinaryFile()
{
// read the default vertex color for facets
bIsMaterialise = true;
DefaultLogger::get()->info("STL: Taking code path for Materialise files");
this->clrColorDefault.r = (*sz2++) / 255.0f;
this->clrColorDefault.g = (*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)
*pMesh->mColors[0]++ = this->clrColorDefault;
pMesh->mColors[0] -= pMesh->mNumVertices;
DefaultLogger::get()->info("STL: Mesh has vertex colors");
}
aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
clr->a = 1.0f;
@ -378,7 +381,7 @@ bool STLImporter::LoadBinaryFile()
}
if (bIsMaterialise && !pMesh->mColors[0])
{
// use the color was diffuse material color
// use the color as diffuse material color
return true;
}
return false;

View File

@ -65,6 +65,7 @@ public:
/** Construction from a given stream with a well-defined endianess
*
* The stream will be deleted afterwards.
* @param stream Input stream
*/
inline StreamReader(IOStream* stream)
@ -76,10 +77,15 @@ public:
if (!s)throw new ImportErrorException("File is empty");
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
@ -127,13 +133,90 @@ public:
return Get<int64_t>();
}
/** Get the remaining stream size
/** Get the remaining stream size (to the end of the srream)
*/
inline unsigned int GetRemainingSize()
{
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 ...
inline void operator >> (float& f)
{f = GetF4();}
@ -160,8 +243,8 @@ private:
template <typename T>
inline T Get()
{
if (current + sizeof(T) > end)
throw new ImportErrorException("End of file was reached");
if (current + sizeof(T) > limit)
throw new ImportErrorException("End of file or stream limit was reached");
T f = *((const T*)current);
if (SwapEndianess)
@ -173,7 +256,7 @@ private:
}
IOStream* stream;
int8_t *buffer, *current, *end;
int8_t *buffer, *current, *end, *limit;
};
#ifdef AI_BUILD_BIG_ENDIAN
@ -184,6 +267,6 @@ private:
typedef StreamReader<false> StreamReaderLE;
#endif
};
} // end namespace Assimp
#endif // !! AI_STREAMREADER_H_INCLUDED

View File

@ -49,7 +49,7 @@ namespace Assimp
// ------------------------------------------------------------------------------------------------
void TextureTransform::PreProcessUVTransform(
Dot3DS::Texture& rcIn)
D3DS::Texture& rcIn)
{
char szTemp[512];
int iField;
@ -139,7 +139,7 @@ void TextureTransform::PreProcessUVTransform(
}
// ------------------------------------------------------------------------------------------------
void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
Dot3DS::Texture* pcTex)
D3DS::Texture* pcTex)
{
// check whether the texture is existing
if (0 == pcTex->mMapName.length())return;
@ -176,10 +176,10 @@ void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
rasVec.push_back(sInfo);
}
// ------------------------------------------------------------------------------------------------
void TextureTransform::ApplyScaleNOffset(Dot3DS::Material& material)
void TextureTransform::ApplyScaleNOffset(D3DS::Material& material)
{
unsigned int iCnt = 0;
Dot3DS::Texture* pcTexture = NULL;
D3DS::Texture* pcTexture = NULL;
// diffuse texture
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;
for (std::vector<Dot3DS::Material>::iterator
for (std::vector<D3DS::Material>::iterator
i = materials.begin();
i != materials.end();++i,++iNum)
{
@ -291,7 +291,7 @@ void TextureTransform::ApplyScaleNOffset(std::vector<Dot3DS::Material>& material
}
// ------------------------------------------------------------------------------------------------
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
// it is more efficient this way ...
@ -538,7 +538,7 @@ void TextureTransform::BakeScaleNOffset(
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 != pcMatIn);

View File

@ -54,7 +54,7 @@ struct aiNode;
namespace Assimp
{
using namespace Assimp::Dot3DS;
using namespace Assimp::D3DS;
// ---------------------------------------------------------------------------
/** Helper class representing texture coordinate transformations
@ -87,7 +87,7 @@ struct STransformVecInfo
//! List of all textures that use this texture
//! coordinate transformations
std::vector<Dot3DS::Texture*> pcTextures;
std::vector<D3DS::Texture*> pcTextures;
// -------------------------------------------------------------------
@ -148,7 +148,7 @@ public:
* \param rcIn Input texture
*/
inline static bool HasUVTransform(
const Dot3DS::Texture& rcIn)
const D3DS::Texture& rcIn)
{
return (rcIn.mOffsetU || rcIn.mOffsetV ||
1.0f != rcIn.mScaleU || 1.0f != rcIn.mScaleV || rcIn.mRotation);
@ -159,7 +159,7 @@ public:
* \param rcIn Input texture
*/
static void PreProcessUVTransform(
Dot3DS::Texture& rcIn);
D3DS::Texture& rcIn);
// -------------------------------------------------------------------
/** Check whether the texture coordinate transformation of
@ -168,21 +168,21 @@ public:
* \param pcTex Pointer to the texture
*/
static void AddToList(std::vector<STransformVecInfo>& rasVec,
Dot3DS::Texture* pcTex);
D3DS::Texture* pcTex);
// -------------------------------------------------------------------
/** Get a full list of all texture coordinate offsets required
* for a material
* \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
* for a material
* \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
@ -190,7 +190,7 @@ public:
* \param pcSrc Input material. Must have been passed to
* 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
*/
static void SetupMatUVSrc (aiMaterial* pcMat,
const Dot3DS::Material* pcMatIn);
const D3DS::Material* pcMatIn);
};
}

View File

@ -5,7 +5,7 @@
// Need to include Assimp, too. We're using Assimp's version of fast_atof
// so we need stdint.h
#include "./../../include/aiTypes.h"
#include "./../AssimpPCH.h"
#include "irrXML.h"
#include "irrString.h"

View File

@ -152,6 +152,9 @@ private:
StreamArray m_StreamArray;
//! Array with default streams
std::vector<LogStream*> m_Streams;
bool noRepeatMsg;
std::string lastMsg;
};
// ---------------------------------------------------------------------------

View File

@ -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
#define AI_ANIM_H_INC
@ -55,47 +56,108 @@ struct aiVectorKey
{
double mTime; ///< The time 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
* the rotation is usually expressed using a quaternion.
/** A time-value pair specifying a rotation for the given time. For joint
* animations the rotation is usually expressed using a quaternion.
*/
struct aiQuatKey
{
double mTime; ///< The time 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
* animation channel. The keyframes are given in three separate series of values, one each for
* position, rotation and scaling.
enum aiAnimBehaviour
{
// --- 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
{
/** 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;
/** The number of position keys */
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;
/** The number of rotation keys */
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;
/** The number of scaling keys */
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;
aiAnimBehaviour mPrePostState;
#ifdef __cplusplus
aiNodeAnim()
{
@ -116,25 +178,32 @@ struct aiNodeAnim
#endif // __cplusplus
};
/** An animation consists of keyframe data for a number of nodes. For each node affected by the animation
* a separate series of data is given.
/** An animation consists of keyframe data for a number of nodes. For
* each node affected by the animation a separate series of data is given.
*/
struct aiAnimation
{
/** The name of the animation. If the modelling package this data was exported from does support
* only a single animation channel, this name is usually empty (length is zero).
/** The name of the animation. If the modelling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero).
*/
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
/** Duration of the animation in ticks.
*/
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;
/** 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;
/** 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;

View File

@ -90,9 +90,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// compiler specific includes and definitions
#if (defined _MSC_VER)
// include stdint.h from the C98 standard
# include "Compiler/pstdint.h"
# undef ASSIMP_API
@ -155,15 +152,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
// for borland add the replacement pstdint.h, too
# include "Compiler/pstdint.h"
// "W8059 Packgröße der Struktur geändert"
// TODO: find a way to deactivate this warning automatically
// maybe there is a pragma to do exactly this?
#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

View File

@ -72,6 +72,13 @@ struct aiQuaternion
/** Returns a matrix representation of the quaternion */
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
//! w,x,y,z components of the quaternion

View File

@ -80,7 +80,7 @@ extern "C" {
// ---------------------------------------------------------------------------
struct aiTexel
{
uint8_t b,g,r,a;
unsigned char b,g,r,a;
#ifdef __cplusplus
//! Comparison operator

View File

@ -65,6 +65,7 @@ namespace Assimp
class BaseImporter;
class BaseProcess;
class SharedPostProcessInfo;
class BatchLoader;
}
#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
@ -101,11 +102,12 @@ class ASSIMP_API Importer
{
// used internally
friend class BaseProcess;
friend class BatchLoader;
friend const aiScene* ::aiImportFileEx( const char*, unsigned int, aiFileIO*);
public:
typedef uint32_t KeyType;
typedef unsigned int KeyType;
typedef std::map<KeyType, int> IntPropertyMap;
typedef std::map<KeyType, float> FloatPropertyMap;
typedef std::map<KeyType, std::string> StringPropertyMap;
@ -230,9 +232,11 @@ public:
// -------------------------------------------------------------------
/** Get a string configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
std::string GetPropertyString(const char* szName,
const std::string& GetPropertyString(const char* szName,
const std::string& sErrorReturn = "") const;

View File

@ -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
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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

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@ -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.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
*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

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@ -224,7 +224,7 @@ void SceneAnimator::CalculateGlobalTransform( SceneAnimNode* pInternalNode)
SceneAnimNode* node = pInternalNode->mParent;
while( node)
{
pInternalNode->mGlobalTransform *= node->mLocalTransform;
pInternalNode->mGlobalTransform = pInternalNode->mGlobalTransform * node->mLocalTransform;
node = node->mParent;
}
}

View File

@ -608,13 +608,14 @@ std::string g_szMaterialShader = std::string(
"{\n"
"float3 Position : POSITION;\n"
"float3 Normal : NORMAL;\n"
"float3 Tangent : TEXCOORD0;\n"
"float3 Bitangent : TEXCOORD1;\n"
"float2 TexCoord0 : TEXCOORD2;\n"
// "#ifdef AV_SKINNING \n"
"float4 Color : COLOR0;\n"
"float3 Tangent : TANGENT;\n"
"float3 Bitangent : BINORMAL;\n"
"float2 TexCoord0 : TEXCOORD0;\n"
"#ifdef AV_SKINNING \n"
"float4 BlendIndices : BLENDINDICES;\n"
"float4 BlendWeights : BLENDWEIGHT;\n"
// "#endif // AV_SKINNING \n"
"#endif // AV_SKINNING \n"
"};\n"
// Vertex shader output structure for pixel shader usage
@ -623,6 +624,8 @@ std::string g_szMaterialShader = std::string(
"float4 Position : POSITION;\n"
"float3 ViewDir : TEXCOORD0;\n"
"float4 Color : COLOR0;\n"
"#ifndef AV_NORMAL_TEXTURE\n"
"float3 Normal : TEXCOORD1;\n"
"#endif\n"
@ -706,6 +709,7 @@ std::string g_szMaterialShader = std::string(
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
"Out.TexCoord0 = IN.TexCoord0;\n"
"Out.Color = IN.Color;\n"
"#ifndef AV_NORMAL_TEXTURE\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"
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
"Out.TexCoord0 = IN.TexCoord0;\n"
"Out.Color = IN.Color;\n"
"#ifndef AV_NORMAL_TEXTURE\n"
"Out.ViewDir = vCameraPos - WorldPos;\n"
@ -832,9 +837,9 @@ std::string g_szMaterialShader = std::string(
"#endif\n"
"float fHalfLambert = L1*L1;\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"
"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"
"#ifdef AV_SPECULAR_COMPONENT\n"
@ -904,9 +909,9 @@ std::string g_szMaterialShader = std::string(
"float fHalfLambert = L1*L1;\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"
"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"
"#ifdef AV_SPECULAR_COMPONENT\n"
@ -945,9 +950,9 @@ std::string g_szMaterialShader = std::string(
"#endif\n"
"float fHalfLambert = L1*L1;\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"
"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"
"#ifdef AV_SPECULAR_COMPONENT\n"

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@ -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].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
if (mesh->HasTextureCoords( 0))
@ -570,7 +570,7 @@ int CreateAssetData()
mesh->mTextureCoords[0][x].x,
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
if( mesh->HasBones())

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@ -847,6 +847,14 @@
RelativePath="..\..\code\SGSpatialSort.h"
>
</File>
<File
RelativePath="..\..\code\SkeletonMeshBuilder.cpp"
>
</File>
<File
RelativePath="..\..\code\SkeletonMeshBuilder.h"
>
</File>
<File
RelativePath="..\..\code\SmoothingGroups.h"
>
@ -1374,6 +1382,10 @@
>
</File>
</Filter>
<Filter
Name="Q3D"
>
</Filter>
</Filter>
<Filter
Name="PostProcess"
@ -1594,10 +1606,6 @@
RelativePath="..\..\code\irrXML\CXMLReaderImpl.h"
>
</File>
<File
RelativePath="..\..\code\irrXML\fast_atof.h"
>
</File>
<File
RelativePath="..\..\code\irrXML\heapsort.h"
>
@ -1732,14 +1740,6 @@
>
</File>
</Filter>
<File
RelativePath="..\..\code\SkeletonMeshBuilder.cpp"
>
</File>
<File
RelativePath="..\..\code\SkeletonMeshBuilder.h"
>
</File>
</Files>
<Globals>
</Globals>