General
- changing Assimp's coordinate system from RH z-up to RH y-up - fixing coordinate system for LWO, 3DS, ASE, MD5, MDL, B3D, IRR, IRRMESH - converttolh moved to three separate steps -> flipuv, flipwinding, makelh LWO - fixing texture coordinate generation -> mapping axis is correct now - fixing z-fighting bug ASE - fixing crash due to invalid normal setup - fixing parenting bug - code cleanup IRR - code cleanup - fixing placement of externally loaded meshes MDL - fixing texture coordinate space PLY - cleanup - two-sided maat property is now set git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@366 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
68d7e43056
commit
c2d8881549
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@ -774,20 +774,13 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
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}
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// We used the first vertex color set to store some
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// temporary values so we need to cleanup here
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// We used the first vertex color set to store some emporary values so we need to cleanup here
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for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
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pcOut->mMeshes[a]->mColors[0] = NULL;
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// if the root node has only one child ... set the child as root node
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if (1 == pcOut->mRootNode->mNumChildren)
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{
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aiNode* pcOld = pcOut->mRootNode;
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pcOut->mRootNode = pcOut->mRootNode->mChildren[0];
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pcOut->mRootNode->mParent = NULL;
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pcOld->mChildren[0] = NULL;
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delete pcOld;
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}
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// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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pcOut->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
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// If the root node is unnamed name it "<3DSRoot>"
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if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
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File diff suppressed because it is too large
Load Diff
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@ -1889,17 +1889,19 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
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sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
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unsigned int index, faceIdx = 0xffffffff;
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// FIXME: rewrite this and find out how to interpret the normals
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// correctly. This is crap.
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// Smooth the vertex and face normals together. The result
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// will be edgy then, but otherwise everything would be soft ...
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while (true)
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{
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if ('*' == *filePtr)
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{
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while (true) {
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if ('*' == *filePtr) {
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++filePtr;
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if (faceIdx != 0xffffffff && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17))
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{
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if (faceIdx != 0xffffffff && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
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aiVector3D vNormal;
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ParseLV4MeshFloatTriple(&vNormal.x,index);
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if (faceIdx >= sMesh.mFaces.size())
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continue;
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// Make sure we assign it to the correct face
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const ASE::Face& face = sMesh.mFaces[faceIdx];
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@ -1909,29 +1911,27 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
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index = 1;
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else if (index == face.mIndices[2])
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index = 2;
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else
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{
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else {
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DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_VERTEXNORMAL section");
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continue;
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}
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// We'll renormalize later
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sMesh.mNormals[faceIdx*3+index] += vNormal;
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continue;
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}
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if (TokenMatch(filePtr,"MESH_FACENORMAL",15))
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{
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if (TokenMatch(filePtr,"MESH_FACENORMAL",15)) {
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aiVector3D vNormal;
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ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
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if (faceIdx >= sMesh.mFaces.size())
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{
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if (faceIdx >= sMesh.mFaces.size()) {
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DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_FACENORMAL section");
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continue;
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}
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// We'll renormalize later
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sMesh.mNormals[faceIdx*3] += vNormal;
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sMesh.mNormals[faceIdx*3+1] += vNormal;
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sMesh.mNormals[faceIdx*3+2] += vNormal;
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continue;
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}
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}
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@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "B3DImporter.h"
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#include "TextureTransform.h"
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#include "ConvertToLHProcess.h"
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using namespace Assimp;
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using namespace std;
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@ -119,11 +120,6 @@ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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//create root node
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aiNode *node=new aiNode( "root" );
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node->mTransformation=aiMatrix4x4(
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1,0,0,0,
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0,0,1,0,
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0,1,0,0,
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0,0,0,1 );
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node->mNumMeshes=_meshes.size();
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node->mMeshes=new unsigned[_meshes.size()];
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@ -131,6 +127,10 @@ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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node->mMeshes[i]=i;
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}
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pScene->mRootNode=node;
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// convert to RH
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MakeLeftHandedProcess monster_maker;
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monster_maker.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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@ -348,8 +348,8 @@ void B3DImporter::ReadTRIS(){
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unsigned *ip=face->mIndices=new unsigned[3];
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int v[3];
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v[0]=ReadInt();
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v[2]=ReadInt();
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v[1]=ReadInt();
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v[2]=ReadInt();
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for( unsigned j=0;j<3;++j ){
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int k=v[j];
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const Vertex &v=_vertices[k];
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@ -39,136 +39,220 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the post processing step to convert all imported data
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* to a left-handed coordinate system.
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/** @file MakeLeftHandedProcess.cpp
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* @brief Implementation of the post processing step to convert all
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* imported data to a left-handed coordinate system.
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*
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* Face order & UV flip are also implemented here, for the sake of a
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* better location.
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*/
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#include "AssimpPCH.h"
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#include "ConvertToLHProcess.h"
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using namespace Assimp;
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// The transformation matrix to convert from DirectX coordinates to OpenGL coordinates.
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const aiMatrix3x3 Assimp::ConvertToLHProcess::sToOGLTransform(
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f
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);
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// The transformation matrix to convert from OpenGL coordinates to DirectX coordinates.
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const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform(
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f
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);
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#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ConvertToLHProcess::ConvertToLHProcess()
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{
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bTransformVertices = false;
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}
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MakeLeftHandedProcess::MakeLeftHandedProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ConvertToLHProcess::~ConvertToLHProcess()
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{
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// nothing to do here
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}
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MakeLeftHandedProcess::~MakeLeftHandedProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool ConvertToLHProcess::IsActive( unsigned int pFlags) const
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bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
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{
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if (pFlags & aiProcess_ConvertToLeftHanded)
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{
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bTransformVertices = (0 != (pFlags & aiProcess_PreTransformVertices) ? true : false);
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return true;
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}
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return false;
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return 0 != (pFlags & aiProcess_MakeLeftHanded);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void ConvertToLHProcess::Execute( aiScene* pScene)
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void MakeLeftHandedProcess::Execute( aiScene* pScene)
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{
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// Check for an existent root node to proceed
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if (NULL == pScene->mRootNode)
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{
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DefaultLogger::get()->error("ConvertToLHProcess fails, there is no root node");
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return;
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}
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ai_assert(pScene->mRootNode != NULL);
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DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
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DefaultLogger::get()->debug("ConvertToLHProcess begin");
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// recursively convert all the nodes
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ProcessNode( pScene->mRootNode, aiMatrix4x4());
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// transform vertex by vertex or change the root transform?
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// We can't do the coordinate system transformation earlier
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// in the pipeline - most steps assume that we're in OGL
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// space. So we need to transform all vertices a second time
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// here.
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if (bTransformVertices)
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{
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aiMatrix4x4 mTransform;
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ConvertToDX(mTransform);
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pScene->mMeshes[i];
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// transform all vertices
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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pcMesh->mVertices[n] = mTransform * pcMesh->mVertices[n];
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// transform all normals
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if (pcMesh->HasNormals())
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{
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
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}
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// transform all tangents and all bitangents
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if (pcMesh->HasTangentsAndBitangents())
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{
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMesh->mTangents[n] = mTransform * pcMesh->mTangents[n];
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pcMesh->mBitangents[n] = mTransform * pcMesh->mBitangents[n];
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}
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}
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}
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}
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else
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{
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// transform the root node of the scene, the other nodes will follow then
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ConvertToDX( pScene->mRootNode->mTransformation);
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}
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// transform all meshes accordingly
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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// process the meshes accordingly
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
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ProcessMesh( pScene->mMeshes[a]);
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// process all materials - we need to adjust UV transformations
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for( unsigned int a = 0; a < pScene->mNumMaterials; a++)
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// process the materials accordingly
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for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
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ProcessMaterial( pScene->mMaterials[a]);
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// transform all animation channels affecting the root node as well
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// transform all animation channels as well
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for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
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{
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aiAnimation* anim = pScene->mAnimations[a];
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for( unsigned int b = 0; b < anim->mNumChannels; b++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[b];
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if( strcmp( nodeAnim->mNodeName.data, pScene->mRootNode->mName.data) == 0)
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ProcessAnimation( nodeAnim);
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}
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}
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DefaultLogger::get()->debug("ConvertToLHProcess finished");
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// flipping a single vector component means inverting face order ...
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively converts a node, all of its children and all of its meshes
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void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
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{
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// mirror all base vectors at the local Z axis
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pNode->mTransformation.c1 = -pNode->mTransformation.c1;
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pNode->mTransformation.c2 = -pNode->mTransformation.c2;
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pNode->mTransformation.c3 = -pNode->mTransformation.c3;
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pNode->mTransformation.c4 = -pNode->mTransformation.c4;
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// now invert the Z axis again to keep the matrix determinant positive.
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// The local meshes will be inverted accordingly so that the result should look just fine again.
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pNode->mTransformation.a3 = -pNode->mTransformation.a3;
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pNode->mTransformation.b3 = -pNode->mTransformation.b3;
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pNode->mTransformation.c3 = -pNode->mTransformation.c3;
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pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
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// continue for all children
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for( size_t a = 0; a < pNode->mNumChildren; ++a)
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ProcessNode( pNode->mChildren[a], pParentGlobalRotation * pNode->mTransformation);
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
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{
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// mirror positions, normals and stuff along the Z axis
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for( size_t a = 0; a < pMesh->mNumVertices; ++a)
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{
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pMesh->mVertices[a].z *= -1.0f;
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if( pMesh->HasNormals())
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pMesh->mNormals[a].z *= -1.0f;
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if( pMesh->HasTangentsAndBitangents())
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{
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pMesh->mTangents[a].z *= -1.0f;
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pMesh->mBitangents[a].z *= -1.0f;
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}
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}
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// mirror offset matrices of all bones
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for( size_t a = 0; a < pMesh->mNumBones; ++a)
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{
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aiBone* bone = pMesh->mBones[a];
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bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
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bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
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bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
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bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
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bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
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bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
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}
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// mirror bitangents as well as they're derived from the texture coords
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if( pMesh->HasTangentsAndBitangents())
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{
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mBitangents[a] *= -1.0f;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single material to left handed coordinates.
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void ConvertToLHProcess::ProcessMaterial (aiMaterial* mat)
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void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
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{
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for (unsigned int a = 0; a < mat->mNumProperties;++a)
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{
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MaterialHelper* mat = (MaterialHelper*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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if (!::strcmp( prop->mKey.data, "$tex.uvtrafo"))
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// Mapping axis for UV mappings?
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if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
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ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
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aiVector3D* pff = (aiVector3D*)prop->mData;
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pff->z *= -1.f;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the given animation to LH coordinates.
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void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
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{
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// position keys
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for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
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pAnim->mPositionKeys[a].mValue.z *= -1.0f;
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// rotation keys
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for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
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{
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ai_assert( prop->mDataLength >= sizeof(aiUVTransform));
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/* That's the safe version, but the float errors add up. So we try the short version instead
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aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
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rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
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rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
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aiQuaternion rotquat( rotmat);
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pAnim->mRotationKeys[a].mValue = rotquat;
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*/
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pAnim->mRotationKeys[a].mValue.x *= -1.0f;
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pAnim->mRotationKeys[a].mValue.y *= -1.0f;
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}
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}
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#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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// # FlipUVsProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipUVsProcess::FlipUVsProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipUVsProcess::~FlipUVsProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FlipUVsProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FlipUVs);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FlipUVsProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("FlipUVsProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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ProcessMesh(pScene->mMeshes[i]);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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ProcessMaterial(pScene->mMaterials[i]);
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DefaultLogger::get()->debug("FlipUVsProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single material
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void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
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{
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MaterialHelper* mat = (MaterialHelper*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
|
||||
// UV transformation key?
|
||||
if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
|
||||
ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
|
||||
aiUVTransform* uv = (aiUVTransform*)prop->mData;
|
||||
|
||||
// just flip it, that's everything
|
||||
|
@ -179,8 +263,53 @@ void ConvertToLHProcess::ProcessMaterial (aiMaterial* mat)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single mesh to left handed coordinates.
|
||||
void ConvertToLHProcess::ProcessMesh( aiMesh* pMesh)
|
||||
// Converts a single mesh
|
||||
void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
|
||||
{
|
||||
// mirror texture y coordinate
|
||||
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
|
||||
if( !pMesh->HasTextureCoords( a))
|
||||
break;
|
||||
|
||||
for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
|
||||
pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
|
||||
#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
|
||||
// # FlipWindingOrderProcess
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FlipWindingOrderProcess::FlipWindingOrderProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FlipWindingOrderProcess::~FlipWindingOrderProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return 0 != (pFlags & aiProcess_FlipWindingOrder);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FlipWindingOrderProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
ProcessMesh(pScene->mMeshes[i]);
|
||||
DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single mesh
|
||||
void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
|
||||
{
|
||||
// invert the order of all faces in this mesh
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
||||
|
@ -189,77 +318,6 @@ void ConvertToLHProcess::ProcessMesh( aiMesh* pMesh)
|
|||
for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
|
||||
std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
|
||||
}
|
||||
|
||||
// mirror texture y coordinate
|
||||
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
|
||||
{
|
||||
if( pMesh->HasTextureCoords( a))
|
||||
{
|
||||
for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
|
||||
pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
|
||||
}
|
||||
}
|
||||
|
||||
// mirror bitangents as well as they're derived from the texture coords
|
||||
if( pMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
||||
pMesh->mBitangents[a] = -pMesh->mBitangents[a];
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts the given animation to LH coordinates.
|
||||
void ConvertToLHProcess::ProcessAnimation( aiNodeAnim* pAnim)
|
||||
{
|
||||
// position keys
|
||||
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
|
||||
ConvertToDX( pAnim->mPositionKeys[a].mValue);
|
||||
|
||||
return;
|
||||
// rotation keys
|
||||
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
|
||||
{
|
||||
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
|
||||
ConvertToDX( rotmat);
|
||||
pAnim->mRotationKeys[a].mValue = aiQuaternion( rotmat);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Static helper function to convert a vector/matrix from DX to OGL coords
|
||||
void ConvertToLHProcess::ConvertToOGL( aiVector3D& poVector)
|
||||
{
|
||||
poVector = sToOGLTransform * poVector;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertToLHProcess::ConvertToOGL( aiMatrix3x3& poMatrix)
|
||||
{
|
||||
poMatrix = sToOGLTransform * poMatrix;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix)
|
||||
{
|
||||
poMatrix = aiMatrix4x4( sToOGLTransform) * poMatrix;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Static helper function to convert a vector/matrix from OGL back to DX coords
|
||||
void ConvertToLHProcess::ConvertToDX( aiVector3D& poVector)
|
||||
{
|
||||
poVector = sToDXTransform * poVector;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertToLHProcess::ConvertToDX( aiMatrix3x3& poMatrix)
|
||||
{
|
||||
poMatrix = sToDXTransform * poMatrix;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix)
|
||||
{
|
||||
poMatrix = aiMatrix4x4(sToDXTransform) * poMatrix;
|
||||
}
|
||||
#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
|
|
@ -38,7 +38,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
|
||||
/** @file MakeLeftHandedProcess.h
|
||||
* @brief Defines a bunch of post-processing steps to handle
|
||||
* coordinate system conversions.
|
||||
*
|
||||
* - LH to RH
|
||||
* - UV origin upper-left to lower-left
|
||||
* - face order cw to ccw
|
||||
*/
|
||||
#ifndef AI_CONVERTTOLHPROCESS_H_INC
|
||||
#define AI_CONVERTTOLHPROCESS_H_INC
|
||||
|
||||
|
@ -48,72 +55,55 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
struct aiMesh;
|
||||
struct aiNodeAnim;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The ConvertToLHProcess converts all imported data to a left-handed coordinate
|
||||
* system. This implies inverting the Z axis for all transformation matrices
|
||||
* invert the orientation of all faces, and adapting skinning and animation
|
||||
* data in a similar way.
|
||||
// -----------------------------------------------------------------------------------
|
||||
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
|
||||
* coordinate system.
|
||||
*
|
||||
* This implies a mirroring of the Z axis of the coordinate system. But to keep
|
||||
* transformation matrices free from reflections we shift the reflection to other
|
||||
* places. We mirror the meshes and adapt the rotations.
|
||||
*
|
||||
* @note RH-LH and LH-RH is the same, so this class can be used for both
|
||||
*/
|
||||
class ASSIMP_API ConvertToLHProcess : public BaseProcess
|
||||
class ASSIMP_API MakeLeftHandedProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
protected:
|
||||
public:
|
||||
/** Constructor to be privately used by Importer */
|
||||
ConvertToLHProcess();
|
||||
MakeLeftHandedProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~ConvertToLHProcess();
|
||||
~MakeLeftHandedProcess();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @param pFlags The processing flags the importer was called with. A bitwise
|
||||
* combination of #aiPostProcessSteps.
|
||||
* @return true if the process is present in this flag fields, false if not.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post processing step on the given imported data.
|
||||
* At the moment a process is not supposed to fail.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Static helper function to convert a vector/matrix from DX coords to OGL coords.
|
||||
* @param poMatrix The matrix to convert.
|
||||
*/
|
||||
static void ConvertToOGL( aiVector3D& poVector);
|
||||
static void ConvertToOGL( aiMatrix3x3& poMatrix);
|
||||
static void ConvertToOGL( aiMatrix4x4& poMatrix);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Static helper function to convert a vector/matrix from OGL coords back to DX coords.
|
||||
* @param poMatrix The matrix to convert.
|
||||
*/
|
||||
static void ConvertToDX( aiVector3D& poVector);
|
||||
static void ConvertToDX( aiMatrix3x3& poMatrix);
|
||||
static void ConvertToDX( aiMatrix4x4& poMatrix);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Recursively converts a node and all of its children
|
||||
*/
|
||||
void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts a single mesh to left handed coordinates.
|
||||
* This simply means the order of all faces is inverted.
|
||||
* This means that positions, normals and tangents are mirrored at
|
||||
* the local Z axis and the order of all faces are inverted.
|
||||
* @param pMesh The mesh to convert.
|
||||
*/
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts a single material to left handed coordinates.
|
||||
* This simply means all UV offsets are inverted.
|
||||
* @param mat The material to convert.
|
||||
/** Converts a single material to left-handed coordinates
|
||||
* @param pMat Material to convert
|
||||
*/
|
||||
void ProcessMaterial (aiMaterial* mat);
|
||||
void ProcessMaterial( aiMaterial* pMat);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts the given animation to LH coordinates.
|
||||
|
@ -122,16 +112,56 @@ protected:
|
|||
* @param pAnim The bone animation to transform
|
||||
*/
|
||||
void ProcessAnimation( aiNodeAnim* pAnim);
|
||||
};
|
||||
|
||||
//! true if the transformation matrix for the OGL-to-DX is
|
||||
//! directly used to transform all vertices.
|
||||
mutable bool bTransformVertices;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Postprocessing step to flip the face order of the imported data
|
||||
*/
|
||||
class ASSIMP_API FlipWindingOrderProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
public:
|
||||
/** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
|
||||
static const aiMatrix3x3 sToOGLTransform;
|
||||
/** The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. */
|
||||
static const aiMatrix3x3 sToDXTransform;
|
||||
/** Constructor to be privately used by Importer */
|
||||
FlipWindingOrderProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~FlipWindingOrderProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
protected:
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Postprocessing step to flip the UV coordinate system of the import data
|
||||
*/
|
||||
class ASSIMP_API FlipUVsProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
public:
|
||||
/** Constructor to be privately used by Importer */
|
||||
FlipUVsProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~FlipUVsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
protected:
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
void ProcessMaterial( aiMaterial* mat);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -84,16 +84,12 @@ aiColor4D g_clrInvalid = aiColor4D(get_qnan(),0.f,0.f,1.f);
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
DXFImporter::DXFImporter()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
DXFImporter::~DXFImporter()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
|
@ -103,6 +99,7 @@ bool DXFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get a list of all supported file extensions
|
||||
void DXFImporter::GetExtensionList(std::string& append)
|
||||
{
|
||||
append.append("*.dxf");
|
||||
|
@ -115,8 +112,7 @@ bool DXFImporter::GetNextLine()
|
|||
if(!SkipLine(&buffer))
|
||||
return false;
|
||||
if(!SkipSpaces(&buffer))return GetNextLine();
|
||||
else if (*buffer == '{')
|
||||
{
|
||||
else if (*buffer == '{') {
|
||||
// some strange meta data ...
|
||||
while (true)
|
||||
{
|
||||
|
@ -135,8 +131,7 @@ bool DXFImporter::GetNextLine()
|
|||
// Get the next token in the file
|
||||
bool DXFImporter::GetNextToken()
|
||||
{
|
||||
if (bRepeat)
|
||||
{
|
||||
if (bRepeat) {
|
||||
bRepeat = false;
|
||||
return true;
|
||||
}
|
||||
|
@ -181,26 +176,23 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
throw new ImportErrorException("DXF: Binary files are not supported at the moment");
|
||||
|
||||
// now get all lines of the file
|
||||
while (GetNextToken())
|
||||
{
|
||||
if (2 == groupCode)
|
||||
{
|
||||
while (GetNextToken()) {
|
||||
|
||||
if (2 == groupCode) {
|
||||
|
||||
// ENTITIES and BLOCKS sections - skip the whole rest, no need to waste our time with them
|
||||
if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS"))
|
||||
if (!ParseEntities())break; else bRepeat = true;
|
||||
|
||||
// other sections - skip them to make sure there will be no name conflicts
|
||||
else
|
||||
{
|
||||
while (GetNextToken())
|
||||
{
|
||||
else {
|
||||
while (GetNextToken()) {
|
||||
if (!groupCode && !::strcmp(cursor,"ENDSEC"))break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// print comment strings
|
||||
else if (999 == groupCode)
|
||||
{
|
||||
else if (999 == groupCode) {
|
||||
DefaultLogger::get()->info(std::string( cursor ));
|
||||
}
|
||||
else if (!groupCode && !::strcmp(cursor,"EOF"))
|
||||
|
@ -208,9 +200,7 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// find out how many valud layers we have
|
||||
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();
|
||||
it != end;++it)
|
||||
{
|
||||
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end(); it != end;++it) {
|
||||
if (!(*it).vPositions.empty())++pScene->mNumMeshes;
|
||||
}
|
||||
|
||||
|
@ -219,11 +209,10 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
|
||||
m = 0;
|
||||
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();
|
||||
it != end;++it)
|
||||
{
|
||||
if ((*it).vPositions.empty())continue;
|
||||
|
||||
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
|
||||
if ((*it).vPositions.empty()) {
|
||||
continue;
|
||||
}
|
||||
// generate the output mesh
|
||||
aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
|
||||
const std::vector<aiVector3D>& vPositions = (*it).vPositions;
|
||||
|
@ -232,11 +221,9 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
// check whether we need vertex colors here
|
||||
aiColor4D* clrOut = NULL;
|
||||
const aiColor4D* clr = NULL;
|
||||
for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();
|
||||
it2 != end2; ++it2)
|
||||
{
|
||||
if ((*it2).r == (*it2).r) // check against qnan
|
||||
{
|
||||
for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();it2 != end2; ++it2) {
|
||||
|
||||
if ((*it2).r == (*it2).r) /* qnan? */ {
|
||||
clrOut = pMesh->mColors[0] = new aiColor4D[vPositions.size()];
|
||||
for (unsigned int i = 0; i < vPositions.size();++i)
|
||||
clrOut[i] = aiColor4D(0.6f,0.6f,0.6f,1.0f);
|
||||
|
@ -252,30 +239,25 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
|
||||
const aiVector3D* vp = &vPositions[0];
|
||||
|
||||
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
|
||||
aiFace& face = pMesh->mFaces[i];
|
||||
|
||||
// check whether we need four, three or two indices here
|
||||
if (vp[1] == vp[2])
|
||||
{
|
||||
if (vp[1] == vp[2]) {
|
||||
face.mNumIndices = 2;
|
||||
}
|
||||
else if (vp[3] == vp[2])
|
||||
{
|
||||
else if (vp[3] == vp[2]) {
|
||||
face.mNumIndices = 3;
|
||||
}
|
||||
else face.mNumIndices = 4;
|
||||
face.mIndices = new unsigned int[face.mNumIndices];
|
||||
|
||||
for (unsigned int a = 0; a < face.mNumIndices;++a)
|
||||
{
|
||||
for (unsigned int a = 0; a < face.mNumIndices;++a) {
|
||||
*vpOut++ = vp[a];
|
||||
if (clr)
|
||||
{
|
||||
if (is_not_qnan( clr[a].r ))
|
||||
if (clr) {
|
||||
if (is_not_qnan( clr[a].r )) {
|
||||
*clrOut = clr[a];
|
||||
|
||||
}
|
||||
++clrOut;
|
||||
}
|
||||
face.mIndices[a] = pMesh->mNumVertices++;
|
||||
|
@ -288,16 +270,14 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<DXF_ROOT>");
|
||||
|
||||
if (1 == pScene->mNumMeshes)
|
||||
{
|
||||
if (1 == pScene->mNumMeshes) {
|
||||
pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
|
||||
for (m = 0; m < pScene->mRootNode->mNumChildren;++m)
|
||||
{
|
||||
for (m = 0; m < pScene->mRootNode->mNumChildren;++m) {
|
||||
aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
|
||||
p->mName.length = ::strlen( mLayers[m].name );
|
||||
::strcpy(p->mName.data, mLayers[m].name);
|
||||
|
@ -333,10 +313,8 @@ void DXFImporter::InternReadFile( const std::string& pFile,
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
bool DXFImporter::ParseEntities()
|
||||
{
|
||||
while (GetNextToken())
|
||||
{
|
||||
if (!groupCode)
|
||||
{
|
||||
while (GetNextToken()) {
|
||||
if (!groupCode) {
|
||||
if (!::strcmp(cursor,"3DFACE") || !::strcmp(cursor,"LINE") || !::strcmp(cursor,"3DLINE"))
|
||||
if (!Parse3DFace()) return false; else bRepeat = true;
|
||||
|
||||
|
@ -353,17 +331,13 @@ bool DXFImporter::ParseEntities()
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
void DXFImporter::SetLayer(LayerInfo*& out)
|
||||
{
|
||||
for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();
|
||||
it != end;++it)
|
||||
{
|
||||
if (!::strcmp( (*it).name, cursor ))
|
||||
{
|
||||
for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
|
||||
if (!::strcmp( (*it).name, cursor )) {
|
||||
out = &(*it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!out)
|
||||
{
|
||||
if (!out) {
|
||||
// we don't have this layer yet
|
||||
mLayers.push_back(LayerInfo());
|
||||
out = &mLayers.back();
|
||||
|
@ -374,8 +348,7 @@ void DXFImporter::SetLayer(LayerInfo*& out)
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
void DXFImporter::SetDefaultLayer(LayerInfo*& out)
|
||||
{
|
||||
if (!mDefaultLayer)
|
||||
{
|
||||
if (!mDefaultLayer) {
|
||||
mLayers.push_back(LayerInfo());
|
||||
mDefaultLayer = &mLayers.back();
|
||||
}
|
||||
|
@ -393,27 +366,22 @@ bool DXFImporter::ParsePolyLine()
|
|||
std::vector<unsigned int> indices;
|
||||
unsigned int flags = 0;
|
||||
|
||||
while (GetNextToken())
|
||||
{
|
||||
while (GetNextToken()) {
|
||||
switch (groupCode)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
if (!::strcmp(cursor,"VERTEX"))
|
||||
{
|
||||
if (!::strcmp(cursor,"VERTEX")) {
|
||||
aiVector3D v;aiColor4D clr(g_clrInvalid);
|
||||
unsigned int idx[4] = {0xffffffff,0xffffffff,0xffffffff,0xffffffff};
|
||||
ParsePolyLineVertex(v, clr, idx);
|
||||
if (0xffffffff == idx[0])
|
||||
{
|
||||
if (0xffffffff == idx[0]) {
|
||||
positions.push_back(v);
|
||||
colors.push_back(clr);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
// check whether we have a fourth coordinate
|
||||
if (0xffffffff == idx[3])
|
||||
{
|
||||
if (0xffffffff == idx[3]) {
|
||||
idx[3] = idx[2];
|
||||
}
|
||||
|
||||
|
@ -423,8 +391,7 @@ bool DXFImporter::ParsePolyLine()
|
|||
}
|
||||
bRepeat = true;
|
||||
}
|
||||
else if (!::strcmp(cursor,"ENDSEQ"))
|
||||
{
|
||||
else if (!::strcmp(cursor,"ENDSEQ")) {
|
||||
ret = true;
|
||||
}
|
||||
break;
|
||||
|
@ -433,8 +400,7 @@ bool DXFImporter::ParsePolyLine()
|
|||
// flags --- important that we know whether it is a polyface mesh
|
||||
case 70:
|
||||
{
|
||||
if (!flags)
|
||||
{
|
||||
if (!flags) {
|
||||
flags = strtol10(cursor);
|
||||
}
|
||||
break;
|
||||
|
@ -462,32 +428,29 @@ bool DXFImporter::ParsePolyLine()
|
|||
}
|
||||
}
|
||||
}
|
||||
if (!(flags & 64))
|
||||
{
|
||||
if (!(flags & 64)) {
|
||||
DefaultLogger::get()->warn("DXF: Only polyface meshes are currently supported");
|
||||
return ret;
|
||||
}
|
||||
|
||||
if (positions.size() < 3 || indices.size() < 3)
|
||||
{
|
||||
if (positions.size() < 3 || indices.size() < 3) {
|
||||
DefaultLogger::get()->warn("DXF: Unable to parse POLYLINE element - not enough vertices");
|
||||
return ret;
|
||||
}
|
||||
|
||||
// use a default layer if necessary
|
||||
if (!out)SetDefaultLayer(out);
|
||||
if (!out) {
|
||||
SetDefaultLayer(out);
|
||||
}
|
||||
|
||||
flags = (unsigned int)(out->vPositions.size()+indices.size());
|
||||
out->vPositions.reserve(flags);
|
||||
out->vColors.reserve(flags);
|
||||
|
||||
// generate unique vertices
|
||||
for (std::vector<unsigned int>::const_iterator it = indices.begin(), end = indices.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
for (std::vector<unsigned int>::const_iterator it = indices.begin(), end = indices.end();it != end; ++it) {
|
||||
unsigned int idx = *it;
|
||||
if (idx > positions.size() || !idx)
|
||||
{
|
||||
if (idx > positions.size() || !idx) {
|
||||
DefaultLogger::get()->error("DXF: Polyface mesh index os out of range");
|
||||
idx = (unsigned int) positions.size();
|
||||
}
|
||||
|
@ -502,11 +465,11 @@ bool DXFImporter::ParsePolyLine()
|
|||
bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned int* outIdx)
|
||||
{
|
||||
bool ret = false;
|
||||
while (GetNextToken())
|
||||
{
|
||||
while (GetNextToken()) {
|
||||
switch (groupCode)
|
||||
{
|
||||
case 0: ret = true;break;
|
||||
case 0: ret = true;
|
||||
break;
|
||||
|
||||
// todo - handle the correct layer for the vertex
|
||||
// At the moment it is assumed that all vertices of
|
||||
|
@ -530,7 +493,9 @@ bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned i
|
|||
// color
|
||||
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
|
||||
};
|
||||
if (ret)break;
|
||||
if (ret) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -547,15 +512,12 @@ bool DXFImporter::Parse3DFace()
|
|||
// this is also used for for parsing line entities
|
||||
bool bThird = false;
|
||||
|
||||
while (GetNextToken())
|
||||
{
|
||||
switch (groupCode)
|
||||
{
|
||||
while (GetNextToken()) {
|
||||
switch (groupCode) {
|
||||
case 0: ret = true;break;
|
||||
|
||||
// 8 specifies the layer
|
||||
case 8:
|
||||
{
|
||||
case 8: {
|
||||
SetLayer(out);
|
||||
break;
|
||||
}
|
||||
|
@ -611,8 +573,9 @@ bool DXFImporter::Parse3DFace()
|
|||
if (!bThird)vip[2] = vip[1];
|
||||
|
||||
// use a default layer if necessary
|
||||
if (!out)SetDefaultLayer(out);
|
||||
|
||||
if (!out) {
|
||||
SetDefaultLayer(out);
|
||||
}
|
||||
// add the faces to the face list for this layer
|
||||
out->vPositions.push_back(vip[0]);
|
||||
out->vPositions.push_back(vip[1]);
|
||||
|
|
|
@ -70,16 +70,12 @@ using namespace boost::math;
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
IRRImporter::IRRImporter()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
IRRImporter::~IRRImporter()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
|
@ -174,17 +170,14 @@ aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
|
|||
*vec++ = v2.uv;
|
||||
*vec++ = v3.uv;
|
||||
*vec = v4.uv;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMaterial*> materials)
|
||||
{
|
||||
// Update the material of the skybox - replace the name
|
||||
// and disable shading for skyboxes.
|
||||
for (unsigned int i = 0; i < 6;++i)
|
||||
{
|
||||
// Update the material of the skybox - replace the name and disable shading for skyboxes.
|
||||
for (unsigned int i = 0; i < 6;++i) {
|
||||
MaterialHelper* out = ( MaterialHelper* ) (*(materials.end()-(6-i)));
|
||||
|
||||
aiString s;
|
||||
|
@ -256,8 +249,7 @@ void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
|
|||
unsigned int& defMatIdx,
|
||||
aiMesh* mesh)
|
||||
{
|
||||
if (inmaterials.empty())
|
||||
{
|
||||
if (inmaterials.empty()) {
|
||||
// Do we have a default material? If not we need to create one
|
||||
if (0xffffffff == defMatIdx)
|
||||
{
|
||||
|
@ -274,8 +266,7 @@ void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
|
|||
mesh->mMaterialIndex = defMatIdx;
|
||||
return;
|
||||
}
|
||||
else if (inmaterials.size() > 1)
|
||||
{
|
||||
else if (inmaterials.size() > 1) {
|
||||
DefaultLogger::get()->info("IRR: Skipping additional materials");
|
||||
}
|
||||
|
||||
|
@ -307,24 +298,20 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
{
|
||||
ai_assert(NULL != root && NULL != real);
|
||||
|
||||
if (root->animators.empty())return;
|
||||
// const aiMatrix4x4& transform = real->mTransformation;
|
||||
|
||||
if (root->animators.empty()) {
|
||||
return;
|
||||
}
|
||||
unsigned int total = 0;
|
||||
for (std::list<Animator>::iterator it = root->animators.begin();
|
||||
it != root->animators.end(); ++it)
|
||||
{
|
||||
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)
|
||||
{
|
||||
for (std::list<Animator>::iterator it = root->animators.begin();it != root->animators.end(); ++it) {
|
||||
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) {
|
||||
DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
|
||||
continue;
|
||||
}
|
||||
++total;
|
||||
}
|
||||
if (!total)return;
|
||||
else if (1 == total)
|
||||
{
|
||||
DefaultLogger::get()->warn("IRR: Generating dummy nodes to simulate multiple animators");
|
||||
else if (1 == total) {
|
||||
DefaultLogger::get()->warn("IRR: Adding dummy nodes to simulate multiple animators");
|
||||
}
|
||||
|
||||
// NOTE: 1 tick == i millisecond
|
||||
|
@ -338,8 +325,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
Animator& in = *it ;
|
||||
aiNodeAnim* anim = new aiNodeAnim();
|
||||
|
||||
if (cur != total-1)
|
||||
{
|
||||
if (cur != total-1) {
|
||||
// Build a new name - a prefix instead of a suffix because it is
|
||||
// easier to check against
|
||||
anim->mNodeName.length = ::sprintf(anim->mNodeName.data,
|
||||
|
@ -367,8 +353,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
else anim->mNodeName.Set(root->name);
|
||||
++cur;
|
||||
|
||||
switch (in.type)
|
||||
{
|
||||
switch (in.type) {
|
||||
case Animator::ROTATION:
|
||||
{
|
||||
// -----------------------------------------------------
|
||||
|
@ -463,8 +448,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
|
||||
// from Irrlicht, what else should we do than copying it?
|
||||
aiVector3D vecU,vecV;
|
||||
if (in.direction.y)
|
||||
{
|
||||
if (in.direction.y) {
|
||||
vecV = aiVector3D(50,0,0) ^ in.direction;
|
||||
}
|
||||
else vecV = aiVector3D(0,50,00) ^ in.direction;
|
||||
|
@ -472,8 +456,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
vecU = (vecV ^ in.direction).Normalize();
|
||||
|
||||
// build the output keys
|
||||
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
|
||||
aiVectorKey& key = anim->mPositionKeys[i];
|
||||
key.mTime = i * tdelta;
|
||||
|
||||
|
@ -502,8 +485,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
const double timeFactor = lengthOfWay / in.timeForWay;
|
||||
|
||||
// build the output keys
|
||||
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
|
||||
aiVectorKey& key = anim->mPositionKeys[i];
|
||||
key.mTime = i * tdelta;
|
||||
key.mValue = in.circleCenter + diff * float(timeFactor * key.mTime);
|
||||
|
@ -516,16 +498,14 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
// repeat outside the defined time range
|
||||
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
|
||||
const int size = (int)in.splineKeys.size();
|
||||
if (!size)
|
||||
{
|
||||
if (!size) {
|
||||
// We have no point in the spline. That's bad. Really bad.
|
||||
DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
|
||||
|
||||
delete anim;anim = NULL;
|
||||
break;
|
||||
}
|
||||
else if (size == 1)
|
||||
{
|
||||
else if (size == 1) {
|
||||
// We have just one point in the spline so we don't need the full calculation
|
||||
anim->mNumPositionKeys = 1;
|
||||
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
|
||||
|
@ -576,8 +556,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
}
|
||||
break;
|
||||
};
|
||||
if (anim)
|
||||
{
|
||||
if (anim) {
|
||||
anims.push_back(anim);
|
||||
++total;
|
||||
}
|
||||
|
@ -598,8 +577,7 @@ void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D&
|
|||
for (unsigned int i = 0; i < mat->mNumProperties;++i)
|
||||
{
|
||||
aiMaterialProperty* prop = mat->mProperties[i];
|
||||
if (!::strcmp( prop->mKey.data, "$tex.file"))
|
||||
{
|
||||
if (!::strcmp( prop->mKey.data, "$tex.file")) {
|
||||
// Setup the mapping key
|
||||
aiMaterialProperty* m = new aiMaterialProperty();
|
||||
m->mKey.Set("$tex.mapping");
|
||||
|
@ -615,9 +593,7 @@ void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D&
|
|||
p.push_back(m);
|
||||
|
||||
// Setup the mapping axis
|
||||
if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE ||
|
||||
mode == aiTextureMapping_SPHERE)
|
||||
{
|
||||
if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) {
|
||||
m = new aiMaterialProperty();
|
||||
m->mKey.Set("$tex.mapaxis");
|
||||
m->mIndex = prop->mIndex;
|
||||
|
@ -674,63 +650,24 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// the list of all scenes to be attached to the
|
||||
// graph we're currently building
|
||||
aiScene* scene = batch.GetImport(root->id);
|
||||
if (!scene)
|
||||
{
|
||||
DefaultLogger::get()->error("IRR: Unable to load external file: "
|
||||
+ root->meshPath);
|
||||
if (!scene) {
|
||||
DefaultLogger::get()->error("IRR: Unable to load external file: " + root->meshPath);
|
||||
break;
|
||||
}
|
||||
attach.push_back(AttachmentInfo(scene,rootOut));
|
||||
|
||||
#if 0 /* currently unused */
|
||||
meshTrafoAssign = 1;
|
||||
|
||||
// If the root node of the scene is animated - and *this* node
|
||||
// is animated, too, we need to insert a dummy node into the
|
||||
// hierarchy in order to avoid interferences with animations
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations;++i)
|
||||
{
|
||||
aiAnimation* anim = scene->mAnimations[i];
|
||||
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
|
||||
if (scene->mRootNode->mName == anim->mChannels[a]->mNodeName) {
|
||||
if (root->animators.empty()) {
|
||||
meshTrafoAssign = 2;
|
||||
}
|
||||
else {
|
||||
meshTrafoAssign = 3;
|
||||
aiNode* dummy = new aiNode();
|
||||
dummy->mName.Set("$CSpaceSeam$");
|
||||
dummy->mNumChildren = 1;
|
||||
dummy->mChildren = new aiNode*[1];
|
||||
dummy->mChildren[0] = scene->mRootNode;
|
||||
|
||||
scene->mRootNode->mParent = dummy;
|
||||
scene->mRootNode = dummy;
|
||||
scene->mRootNode->mTransformation = AI_TO_IRR_MATRIX;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// if (1 == meshTrafoAssign)
|
||||
// scene->mRootNode->mTransformation = AI_TO_IRR_MATRIX * scene->mRootNode->mTransformation;
|
||||
|
||||
|
||||
// Now combine the material we've loaded for this mesh
|
||||
// with the real materials we got from the file. As we
|
||||
// don't execute any pp-steps on the file, the numbers
|
||||
// should be equal. If they are not, we can impossibly
|
||||
// do this ...
|
||||
if (root->materials.size() != (unsigned int)scene->mNumMaterials)
|
||||
{
|
||||
if (root->materials.size() != (unsigned int)scene->mNumMaterials) {
|
||||
DefaultLogger::get()->warn("IRR: Failed to match imported materials "
|
||||
"with the materials found in the IRR scene file");
|
||||
|
||||
break;
|
||||
}
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials;++i) {
|
||||
// Delete the old material, we don't need it anymore
|
||||
delete scene->mMaterials[i];
|
||||
|
||||
|
@ -741,8 +678,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// NOTE: Each mesh should have exactly one material assigned,
|
||||
// but we do it in a separate loop if this behaviour changes
|
||||
// in future.
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
||||
// Process material flags
|
||||
aiMesh* mesh = scene->mMeshes[i];
|
||||
|
||||
|
@ -751,25 +687,21 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// and check whether they have a common alpha value. This is quite
|
||||
// often the case so we can simply extract it to a shared oacity
|
||||
// value.
|
||||
std::pair<aiMaterial*, unsigned int>& src = root->materials[
|
||||
mesh->mMaterialIndex];
|
||||
|
||||
std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
|
||||
MaterialHelper* mat = (MaterialHelper*)src.first;
|
||||
|
||||
if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
|
||||
{
|
||||
bool bdo = true;
|
||||
for (unsigned int a = 1; a < mesh->mNumVertices;++a)
|
||||
{
|
||||
if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a)
|
||||
{
|
||||
for (unsigned int a = 1; a < mesh->mNumVertices;++a) {
|
||||
|
||||
if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a) {
|
||||
bdo = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (bdo)
|
||||
{
|
||||
DefaultLogger::get()->info("IRR: Replacing mesh vertex "
|
||||
"alpha with common opacity");
|
||||
if (bdo) {
|
||||
DefaultLogger::get()->info("IRR: Replacing mesh vertex alpha with common opacity");
|
||||
|
||||
for (unsigned int a = 0; a < mesh->mNumVertices;++a)
|
||||
mesh->mColors[0][a].a = 1.f;
|
||||
|
@ -782,8 +714,8 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// (either lightmap, normalmap, 2layered material) we need to
|
||||
// setup the correct UV index for it. The texture can either
|
||||
// be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
|
||||
if (mesh->HasTextureCoords(1))
|
||||
{
|
||||
if (mesh->HasTextureCoords(1)) {
|
||||
|
||||
int idx = 1;
|
||||
if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
|
||||
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
|
||||
|
@ -852,11 +784,8 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
case Node::SKYBOX:
|
||||
{
|
||||
// A skybox is defined by six materials
|
||||
if (root->materials.size() < 6)
|
||||
{
|
||||
DefaultLogger::get()->error("IRR: There should be six materials "
|
||||
"for a skybox");
|
||||
|
||||
if (root->materials.size() < 6) {
|
||||
DefaultLogger::get()->error("IRR: There should be six materials for a skybox");
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -888,8 +817,8 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
|
||||
// Check whether we added a mesh (or more than one ...). In this case
|
||||
// we'll also need to attach it to the node
|
||||
if (oldMeshSize != (unsigned int) meshes.size())
|
||||
{
|
||||
if (oldMeshSize != (unsigned int) meshes.size()) {
|
||||
|
||||
rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
|
||||
rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
|
||||
|
||||
|
@ -904,7 +833,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// Now compute the final local transformation matrix of the
|
||||
// node from the given translation, rotation and scaling values.
|
||||
// (the rotation is given in Euler angles, XYZ order)
|
||||
std::swap((float&)root->rotation.z,(float&)root->rotation.y);
|
||||
//std::swap((float&)root->rotation.z,(float&)root->rotation.y);
|
||||
rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) );
|
||||
|
||||
// apply scaling
|
||||
|
@ -912,20 +841,17 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
mat.a1 *= root->scaling.x;
|
||||
mat.b1 *= root->scaling.x;
|
||||
mat.c1 *= root->scaling.x;
|
||||
mat.a2 *= root->scaling.z;
|
||||
mat.b2 *= root->scaling.z;
|
||||
mat.c2 *= root->scaling.z;
|
||||
mat.a3 *= root->scaling.y;
|
||||
mat.b3 *= root->scaling.y;
|
||||
mat.c3 *= root->scaling.y;
|
||||
mat.a2 *= root->scaling.y;
|
||||
mat.b2 *= root->scaling.y;
|
||||
mat.c2 *= root->scaling.y;
|
||||
mat.a3 *= root->scaling.z;
|
||||
mat.b3 *= root->scaling.z;
|
||||
mat.c3 *= root->scaling.z;
|
||||
|
||||
// apply translation
|
||||
mat.a4 += root->position.x;
|
||||
mat.b4 += root->position.z;
|
||||
mat.c4 += root->position.y;
|
||||
|
||||
//if (meshTrafoAssign == 2)
|
||||
// mat *= AI_TO_IRR_MATRIX;
|
||||
mat.b4 += root->position.y;
|
||||
mat.c4 += root->position.z;
|
||||
|
||||
// now compute animations for the node
|
||||
ComputeAnimations(root,rootOut, anims);
|
||||
|
@ -933,11 +859,11 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
// Add all children recursively. First allocate enough storage
|
||||
// for them, then call us again
|
||||
rootOut->mNumChildren = (unsigned int)root->children.size();
|
||||
if (rootOut->mNumChildren)
|
||||
{
|
||||
if (rootOut->mNumChildren) {
|
||||
|
||||
rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
|
||||
for (unsigned int i = 0; i < rootOut->mNumChildren;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < rootOut->mNumChildren;++i) {
|
||||
|
||||
aiNode* node = rootOut->mChildren[i] = new aiNode();
|
||||
node->mParent = rootOut;
|
||||
GenerateGraph(root->children[i],node,scene,batch,meshes,
|
||||
|
@ -989,14 +915,11 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
|
||||
|
||||
// Parse the XML file
|
||||
while (reader->read())
|
||||
{
|
||||
switch (reader->getNodeType())
|
||||
{
|
||||
while (reader->read()) {
|
||||
switch (reader->getNodeType()) {
|
||||
case EXN_ELEMENT:
|
||||
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
|
||||
{
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
|
||||
// ***********************************************************************
|
||||
/* What we're going to do with the node depends
|
||||
* on its type:
|
||||
|
@ -1019,24 +942,20 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
// ***********************************************************************
|
||||
const char* sz = reader->getAttributeValueSafe("type");
|
||||
Node* nd;
|
||||
if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree"))
|
||||
{
|
||||
if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree")) {
|
||||
// OctTree's and meshes are treated equally
|
||||
nd = new Node(Node::MESH);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"cube"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"cube")) {
|
||||
nd = new Node(Node::CUBE);
|
||||
++guessedMeshCnt;
|
||||
// meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"skybox"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"skybox")) {
|
||||
nd = new Node(Node::SKYBOX);
|
||||
guessedMeshCnt += 6;
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"camera"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"camera")) {
|
||||
nd = new Node(Node::CAMERA);
|
||||
|
||||
// Setup a temporary name for the camera
|
||||
|
@ -1044,8 +963,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
cam->mName.Set( nd->name );
|
||||
cameras.push_back(cam);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"light"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"light")) {
|
||||
nd = new Node(Node::LIGHT);
|
||||
|
||||
// Setup a temporary name for the light
|
||||
|
@ -1053,31 +971,25 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
cam->mName.Set( nd->name );
|
||||
lights.push_back(cam);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"sphere"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"sphere")) {
|
||||
nd = new Node(Node::SPHERE);
|
||||
++guessedMeshCnt;
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"animatedMesh"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"animatedMesh")) {
|
||||
nd = new Node(Node::ANIMMESH);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"empty"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"empty")) {
|
||||
nd = new Node(Node::DUMMY);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"terrain"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"terrain")) {
|
||||
nd = new Node(Node::TERRAIN);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(sz,"billBoard"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(sz,"billBoard")) {
|
||||
// We don't support billboards, so ignore them
|
||||
DefaultLogger::get()->error("IRR: Billboards are not supported by Assimp");
|
||||
nd = new Node(Node::DUMMY);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
|
||||
|
||||
/* We skip the contents of nodes we don't know.
|
||||
|
@ -1093,21 +1005,17 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
nd->parent = curParent;
|
||||
curParent->children.push_back(nd);
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
|
||||
inMaterials = true;
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
|
||||
inAnimator = true;
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
|
||||
/* We should have a valid node here
|
||||
* FIX: no ... the scene root node is also contained in an attributes block
|
||||
*/
|
||||
if (!curNode)
|
||||
{
|
||||
if (!curNode) {
|
||||
#if 0
|
||||
DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
|
||||
"there is no node active");
|
||||
|
@ -1118,8 +1026,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
Animator* curAnim = NULL;
|
||||
|
||||
// Materials can occur for nearly any type of node
|
||||
if (inMaterials && curNode->type != Node::DUMMY)
|
||||
{
|
||||
if (inMaterials && curNode->type != Node::DUMMY) {
|
||||
/* This is a material description - parse it!
|
||||
*/
|
||||
curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
|
||||
|
@ -1130,8 +1037,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
++guessedMatCnt;
|
||||
continue;
|
||||
}
|
||||
else if (inAnimator)
|
||||
{
|
||||
else if (inAnimator) {
|
||||
/* This is an animation path - add a new animator
|
||||
* to the list.
|
||||
*/
|
||||
|
@ -1144,28 +1050,21 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
/* Parse all elements in the attributes block
|
||||
* and process them.
|
||||
*/
|
||||
while (reader->read())
|
||||
{
|
||||
if (reader->getNodeType() == EXN_ELEMENT)
|
||||
{
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d"))
|
||||
{
|
||||
while (reader->read()) {
|
||||
if (reader->getNodeType() == EXN_ELEMENT) {
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d")) {
|
||||
VectorProperty prop;
|
||||
ReadVectorProperty(prop);
|
||||
|
||||
if (inAnimator)
|
||||
{
|
||||
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation")
|
||||
{
|
||||
if (inAnimator) {
|
||||
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
|
||||
// We store the rotation euler angles in 'direction'
|
||||
curAnim->direction = prop.value;
|
||||
}
|
||||
else if (curAnim->type == Animator::FOLLOW_SPLINE)
|
||||
{
|
||||
else if (curAnim->type == Animator::FOLLOW_SPLINE) {
|
||||
// Check whether the vector follows the PointN naming scheme,
|
||||
// here N is the ONE-based index of the point
|
||||
if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point")
|
||||
{
|
||||
if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point") {
|
||||
// Add a new key to the list
|
||||
curAnim->splineKeys.push_back(aiVectorKey());
|
||||
aiVectorKey& key = curAnim->splineKeys.back();
|
||||
|
@ -1175,203 +1074,158 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
key.mTime = strtol10(&prop.name[5]);
|
||||
}
|
||||
}
|
||||
else if (curAnim->type == Animator::FLY_CIRCLE)
|
||||
{
|
||||
if (prop.name == "Center")
|
||||
{
|
||||
else if (curAnim->type == Animator::FLY_CIRCLE) {
|
||||
if (prop.name == "Center") {
|
||||
curAnim->circleCenter = prop.value;
|
||||
}
|
||||
else if (prop.name == "Direction")
|
||||
{
|
||||
else if (prop.name == "Direction") {
|
||||
curAnim->direction = prop.value;
|
||||
|
||||
// From Irrlicht source - a workaround for backward
|
||||
// compatibility with Irrlicht 1.1
|
||||
if (curAnim->direction == aiVector3D())
|
||||
{
|
||||
// From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
|
||||
if (curAnim->direction == aiVector3D()) {
|
||||
curAnim->direction = aiVector3D(0.f,1.f,0.f);
|
||||
}
|
||||
else curAnim->direction.Normalize();
|
||||
}
|
||||
}
|
||||
else if (curAnim->type == Animator::FLY_STRAIGHT)
|
||||
{
|
||||
if (prop.name == "Start")
|
||||
{
|
||||
else if (curAnim->type == Animator::FLY_STRAIGHT) {
|
||||
if (prop.name == "Start") {
|
||||
// We reuse the field here
|
||||
curAnim->circleCenter = prop.value;
|
||||
}
|
||||
else if (prop.name == "End")
|
||||
{
|
||||
else if (prop.name == "End") {
|
||||
// We reuse the field here
|
||||
curAnim->direction = prop.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prop.name == "Position")
|
||||
{
|
||||
else {
|
||||
if (prop.name == "Position") {
|
||||
curNode->position = prop.value;
|
||||
}
|
||||
else if (prop.name == "Rotation")
|
||||
{
|
||||
else if (prop.name == "Rotation") {
|
||||
curNode->rotation = prop.value;
|
||||
}
|
||||
else if (prop.name == "Scale")
|
||||
{
|
||||
else if (prop.name == "Scale") {
|
||||
curNode->scaling = prop.value;
|
||||
}
|
||||
else if (Node::CAMERA == curNode->type)
|
||||
{
|
||||
aiCamera* cam = cameras.back();
|
||||
if (prop.name == "Target")
|
||||
{
|
||||
if (prop.name == "Target") {
|
||||
cam->mLookAt = prop.value;
|
||||
}
|
||||
else if (prop.name == "UpVector")
|
||||
{
|
||||
else if (prop.name == "UpVector") {
|
||||
cam->mUp = prop.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"bool")) {
|
||||
BoolProperty prop;
|
||||
ReadBoolProperty(prop);
|
||||
|
||||
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop")
|
||||
{
|
||||
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
|
||||
curAnim->loop = prop.value;
|
||||
}
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"float")) {
|
||||
FloatProperty prop;
|
||||
ReadFloatProperty(prop);
|
||||
|
||||
if (inAnimator)
|
||||
{
|
||||
if (inAnimator) {
|
||||
// The speed property exists for several animators
|
||||
if (prop.name == "Speed")
|
||||
{
|
||||
if (prop.name == "Speed") {
|
||||
curAnim->speed = prop.value;
|
||||
}
|
||||
else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius")
|
||||
{
|
||||
else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
|
||||
curAnim->circleRadius = prop.value;
|
||||
}
|
||||
else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness")
|
||||
{
|
||||
else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
|
||||
curAnim->tightness = prop.value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prop.name == "FramesPerSecond" &&
|
||||
Node::ANIMMESH == curNode->type)
|
||||
{
|
||||
else {
|
||||
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
|
||||
curNode->framesPerSecond = prop.value;
|
||||
}
|
||||
else if (Node::CAMERA == curNode->type)
|
||||
{
|
||||
else if (Node::CAMERA == curNode->type) {
|
||||
/* This is the vertical, not the horizontal FOV.
|
||||
* We need to compute the right FOV from the
|
||||
* screen aspect which we don't know yet.
|
||||
*/
|
||||
if (prop.name == "Fovy")
|
||||
{
|
||||
if (prop.name == "Fovy") {
|
||||
cameras.back()->mHorizontalFOV = prop.value;
|
||||
}
|
||||
else if (prop.name == "Aspect")
|
||||
{
|
||||
else if (prop.name == "Aspect") {
|
||||
cameras.back()->mAspect = prop.value;
|
||||
}
|
||||
else if (prop.name == "ZNear")
|
||||
{
|
||||
else if (prop.name == "ZNear") {
|
||||
cameras.back()->mClipPlaneNear = prop.value;
|
||||
}
|
||||
else if (prop.name == "ZFar")
|
||||
{
|
||||
else if (prop.name == "ZFar") {
|
||||
cameras.back()->mClipPlaneFar = prop.value;
|
||||
}
|
||||
}
|
||||
else if (Node::LIGHT == curNode->type)
|
||||
{
|
||||
else if (Node::LIGHT == curNode->type) {
|
||||
/* Additional light information
|
||||
*/
|
||||
if (prop.name == "Attenuation")
|
||||
{
|
||||
if (prop.name == "Attenuation") {
|
||||
lights.back()->mAttenuationLinear = prop.value;
|
||||
}
|
||||
else if (prop.name == "OuterCone")
|
||||
{
|
||||
else if (prop.name == "OuterCone") {
|
||||
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD( prop.value );
|
||||
}
|
||||
else if (prop.name == "InnerCone")
|
||||
{
|
||||
else if (prop.name == "InnerCone") {
|
||||
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
|
||||
}
|
||||
}
|
||||
// radius of the sphere to be generated -
|
||||
// or alternatively, size of the cube
|
||||
else if (Node::SPHERE == curNode->type && prop.name == "Radius" ||
|
||||
Node::CUBE == curNode->type && prop.name == "Size" )
|
||||
{
|
||||
else if (Node::SPHERE == curNode->type && prop.name == "Radius"
|
||||
|| Node::CUBE == curNode->type && prop.name == "Size" ) {
|
||||
|
||||
curNode->sphereRadius = prop.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"int"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"int")) {
|
||||
IntProperty prop;
|
||||
ReadIntProperty(prop);
|
||||
|
||||
if (inAnimator)
|
||||
{
|
||||
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay")
|
||||
{
|
||||
if (inAnimator) {
|
||||
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
|
||||
curAnim->timeForWay = prop.value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
// sphere polgon numbers in each direction
|
||||
if (Node::SPHERE == curNode->type)
|
||||
{
|
||||
if (prop.name == "PolyCountX")
|
||||
{
|
||||
if (Node::SPHERE == curNode->type) {
|
||||
|
||||
if (prop.name == "PolyCountX") {
|
||||
curNode->spherePolyCountX = prop.value;
|
||||
}
|
||||
else if (prop.name == "PolyCountY")
|
||||
{
|
||||
else if (prop.name == "PolyCountY") {
|
||||
curNode->spherePolyCountY = prop.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||
|
||||
!ASSIMP_stricmp(reader->getNodeName(),"enum"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||!ASSIMP_stricmp(reader->getNodeName(),"enum")) {
|
||||
StringProperty prop;
|
||||
ReadStringProperty(prop);
|
||||
if (prop.value.length())
|
||||
{
|
||||
if (prop.name == "Name")
|
||||
{
|
||||
if (prop.value.length()) {
|
||||
if (prop.name == "Name") {
|
||||
curNode->name = prop.value;
|
||||
|
||||
/* If we're either a camera or a light source
|
||||
* we need to update the name in the aiLight/
|
||||
* aiCamera structure, too.
|
||||
*/
|
||||
if (Node::CAMERA == curNode->type)
|
||||
{
|
||||
if (Node::CAMERA == curNode->type) {
|
||||
cameras.back()->mName.Set(prop.value);
|
||||
}
|
||||
else if (Node::LIGHT == curNode->type)
|
||||
{
|
||||
else if (Node::LIGHT == curNode->type) {
|
||||
lights.back()->mName.Set(prop.value);
|
||||
}
|
||||
}
|
||||
|
@ -1404,10 +1258,9 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
unsigned int pp = 0;
|
||||
BatchLoader::PropertyMap map;
|
||||
|
||||
/* If the mesh is a static one remove all animations
|
||||
/* If the mesh is a static one remove all animations from the impor data
|
||||
*/
|
||||
if (Node::ANIMMESH != curNode->type)
|
||||
{
|
||||
if (Node::ANIMMESH != curNode->type) {
|
||||
pp |= aiProcess_RemoveComponent;
|
||||
SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
|
||||
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
|
||||
|
@ -1419,21 +1272,9 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
* file referencing each other *could* cause the system to
|
||||
* recurse forever.
|
||||
*/
|
||||
std::string::size_type pos = prop.value.find_last_of('.');
|
||||
|
||||
// no file extension - can't read, so we don't need to try it
|
||||
if( pos == std::string::npos)
|
||||
{
|
||||
DefaultLogger::get()->error("IRR: Can't load files without a file extension");
|
||||
}
|
||||
else
|
||||
{
|
||||
std::string extension = prop.value.substr( pos);
|
||||
for (std::string::iterator i = extension.begin(); i != extension.end();++i)
|
||||
*i = ::tolower(*i);
|
||||
|
||||
if (".irr" == prop.value)
|
||||
{
|
||||
const std::string extension = GetExtension(prop.value);
|
||||
if ("irr" == extension) {
|
||||
DefaultLogger::get()->error("IRR: Can't load another IRR file recursively");
|
||||
}
|
||||
else
|
||||
|
@ -1442,28 +1283,22 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
curNode->meshPath = prop.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (inAnimator && prop.name == "Type")
|
||||
{
|
||||
// type of the animator
|
||||
if (prop.value == "rotation")
|
||||
{
|
||||
if (prop.value == "rotation") {
|
||||
curAnim->type = Animator::ROTATION;
|
||||
}
|
||||
else if (prop.value == "flyCircle")
|
||||
{
|
||||
else if (prop.value == "flyCircle") {
|
||||
curAnim->type = Animator::FLY_CIRCLE;
|
||||
}
|
||||
else if (prop.value == "flyStraight")
|
||||
{
|
||||
else if (prop.value == "flyStraight") {
|
||||
curAnim->type = Animator::FLY_CIRCLE;
|
||||
}
|
||||
else if (prop.value == "followSpline")
|
||||
{
|
||||
else if (prop.value == "followSpline") {
|
||||
curAnim->type = Animator::FOLLOW_SPLINE;
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
|
||||
+ prop.value);
|
||||
|
||||
|
@ -1473,9 +1308,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (reader->getNodeType() == EXN_ELEMENT_END &&
|
||||
!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
|
||||
{
|
||||
else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1485,14 +1318,11 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
case EXN_ELEMENT_END:
|
||||
|
||||
// If we reached the end of a node, we need to continue processing its parent
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
|
||||
{
|
||||
if (!curNode)
|
||||
{
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
|
||||
if (!curNode) {
|
||||
// currently is no node set. We need to go
|
||||
// back in the node hierarchy
|
||||
if (!curParent)
|
||||
{
|
||||
if (!curParent) {
|
||||
curParent = root;
|
||||
DefaultLogger::get()->error("IRR: Too many closing <node> elements");
|
||||
}
|
||||
|
@ -1501,12 +1331,10 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
else curNode = NULL;
|
||||
}
|
||||
// clear all flags
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
|
||||
inMaterials = false;
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
|
||||
inAnimator = false;
|
||||
}
|
||||
break;
|
||||
|
@ -1519,11 +1347,11 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
/* Now iterate through all cameras and compute their final (horizontal) FOV
|
||||
*/
|
||||
for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();
|
||||
it != end; ++it) {
|
||||
for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();it != end; ++it) {
|
||||
aiCamera* cam = *it;
|
||||
if (cam->mAspect) // screen aspect could be missing
|
||||
{
|
||||
|
||||
// screen aspect could be missing
|
||||
if (cam->mAspect) {
|
||||
cam->mHorizontalFOV *= cam->mAspect;
|
||||
}
|
||||
else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
|
||||
|
@ -1539,8 +1367,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
/* Copy the cameras to the output array
|
||||
*/
|
||||
if (!cameras.empty())
|
||||
{
|
||||
if (!cameras.empty()) {
|
||||
tempScene->mNumCameras = (unsigned int)cameras.size();
|
||||
tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
|
||||
::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
|
||||
|
@ -1548,8 +1375,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
/* Copy the light sources to the output array
|
||||
*/
|
||||
if (!lights.empty())
|
||||
{
|
||||
if (!lights.empty()) {
|
||||
tempScene->mNumLights = (unsigned int)lights.size();
|
||||
tempScene->mLights = new aiLight*[tempScene->mNumLights];
|
||||
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
|
||||
|
@ -1593,8 +1419,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
an->mChannels = new aiNodeAnim*[an->mNumChannels];
|
||||
::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
|
||||
}
|
||||
if (!meshes.empty())
|
||||
{
|
||||
if (!meshes.empty()) {
|
||||
// copy all meshes to the temporary scene
|
||||
tempScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
|
||||
|
@ -1604,8 +1429,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
/* Copy all materials to the output array
|
||||
*/
|
||||
if (!materials.empty())
|
||||
{
|
||||
if (!materials.empty()) {
|
||||
tempScene->mNumMaterials = (unsigned int)materials.size();
|
||||
tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials];
|
||||
::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)*
|
||||
|
@ -1624,8 +1448,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
|
|||
* scene flag. This is necessary if we failed to load all
|
||||
* models from external files
|
||||
*/
|
||||
if (!pScene->mNumMeshes || !pScene->mNumMaterials)
|
||||
{
|
||||
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
|
||||
DefaultLogger::get()->warn("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
|
|
|
@ -54,16 +54,12 @@ using namespace irr::io;
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
IRRMeshImporter::IRRMeshImporter()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
IRRMeshImporter::~IRRMeshImporter()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
|
@ -134,23 +130,18 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
bool useColors = false;
|
||||
|
||||
// Parse the XML file
|
||||
while (reader->read())
|
||||
{
|
||||
switch (reader->getNodeType())
|
||||
{
|
||||
while (reader->read()) {
|
||||
switch (reader->getNodeType()) {
|
||||
case EXN_ELEMENT:
|
||||
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"buffer") && (curMat || curMesh))
|
||||
{
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"buffer") && (curMat || curMesh)) {
|
||||
// end of previous buffer. A material and a mesh should be there
|
||||
if ( !curMat || !curMesh)
|
||||
{
|
||||
if ( !curMat || !curMesh) {
|
||||
DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
|
||||
delete curMat;
|
||||
delete curMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
materials.push_back(curMat);
|
||||
meshes.push_back(curMesh);
|
||||
}
|
||||
|
@ -167,10 +158,8 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"material"))
|
||||
{
|
||||
if (curMat)
|
||||
{
|
||||
if (!ASSIMP_stricmp(reader->getNodeName(),"material")) {
|
||||
if (curMat) {
|
||||
DefaultLogger::get()->warn("IRRMESH: Only one material description per buffer, please");
|
||||
delete curMat;curMat = NULL;
|
||||
}
|
||||
|
@ -180,11 +169,8 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
{
|
||||
int num = reader->getAttributeValueAsInt("vertexCount");
|
||||
|
||||
if (!num)
|
||||
{
|
||||
// This is possible ... remove the mesh from the list
|
||||
// and skip further reading
|
||||
|
||||
if (!num) {
|
||||
// This is possible ... remove the mesh from the list and skip further reading
|
||||
DefaultLogger::get()->warn("IRRMESH: Found mesh with zero vertices");
|
||||
|
||||
delete curMat;curMat = NULL;
|
||||
|
@ -201,13 +187,11 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// Determine the file format
|
||||
const char* t = reader->getAttributeValueSafe("type");
|
||||
if (!ASSIMP_stricmp("2tcoords", t))
|
||||
{
|
||||
if (!ASSIMP_stricmp("2tcoords", t)) {
|
||||
curUV2s.reserve (num);
|
||||
vertexFormat = 1;
|
||||
|
||||
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE)
|
||||
{
|
||||
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
|
||||
// *********************************************************
|
||||
// We have a second texture! So use this UV channel
|
||||
// for it. The 2nd texture can be either a normal
|
||||
|
@ -228,24 +212,20 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (!ASSIMP_stricmp("tangents", t))
|
||||
{
|
||||
else if (!ASSIMP_stricmp("tangents", t)) {
|
||||
curTangents.reserve (num);
|
||||
curBitangents.reserve (num);
|
||||
vertexFormat = 2;
|
||||
}
|
||||
else if (ASSIMP_stricmp("standard", t))
|
||||
{
|
||||
else if (ASSIMP_stricmp("standard", t)) {
|
||||
delete curMat;
|
||||
DefaultLogger::get()->warn("IRRMESH: Unknown vertex format");
|
||||
}
|
||||
else vertexFormat = 0;
|
||||
textMeaning = 1;
|
||||
}
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"indices"))
|
||||
{
|
||||
if (curVertices.empty() && curMat)
|
||||
{
|
||||
else if (!ASSIMP_stricmp(reader->getNodeName(),"indices")) {
|
||||
if (curVertices.empty() && curMat) {
|
||||
delete curMat;
|
||||
throw new ImportErrorException("IRRMESH: indices must come after vertices");
|
||||
}
|
||||
|
@ -257,11 +237,8 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// allocate storage for all faces
|
||||
curMesh->mNumVertices = reader->getAttributeValueAsInt("indexCount");
|
||||
if (!curMesh->mNumVertices)
|
||||
{
|
||||
// This is possible ... remove the mesh from the list
|
||||
// and skip further reading
|
||||
|
||||
if (!curMesh->mNumVertices) {
|
||||
// This is possible ... remove the mesh from the list and skip further reading
|
||||
DefaultLogger::get()->warn("IRRMESH: Found mesh with zero indices");
|
||||
|
||||
// mesh - away
|
||||
|
@ -274,8 +251,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
continue;
|
||||
}
|
||||
|
||||
if (curMesh->mNumVertices % 3)
|
||||
{
|
||||
if (curMesh->mNumVertices % 3) {
|
||||
DefaultLogger::get()->warn("IRRMESH: Number if indices isn't divisible by 3");
|
||||
}
|
||||
|
||||
|
@ -289,28 +265,22 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
// allocate storage for all vertices
|
||||
curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
|
||||
|
||||
if (curNormals.size() == curVertices.size())
|
||||
{
|
||||
if (curNormals.size() == curVertices.size()) {
|
||||
curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curTangents.size() == curVertices.size())
|
||||
{
|
||||
if (curTangents.size() == curVertices.size()) {
|
||||
curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curBitangents.size() == curVertices.size())
|
||||
{
|
||||
if (curBitangents.size() == curVertices.size()) {
|
||||
curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curColors.size() == curVertices.size() && useColors)
|
||||
{
|
||||
if (curColors.size() == curVertices.size() && useColors) {
|
||||
curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curUVs.size() == curVertices.size())
|
||||
{
|
||||
if (curUVs.size() == curVertices.size()) {
|
||||
curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curUV2s.size() == curVertices.size())
|
||||
{
|
||||
if (curUV2s.size() == curVertices.size()) {
|
||||
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
}
|
||||
|
@ -319,13 +289,11 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
case EXN_TEXT:
|
||||
{
|
||||
const char* sz = reader->getNodeData();
|
||||
if (textMeaning == 1)
|
||||
{
|
||||
if (textMeaning == 1) {
|
||||
textMeaning = 0;
|
||||
|
||||
// read vertices
|
||||
do
|
||||
{
|
||||
do {
|
||||
SkipSpacesAndLineEnd(&sz);
|
||||
aiVector3D temp;aiColor4D c;
|
||||
|
||||
|
@ -373,8 +341,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
curUVs.push_back(temp);
|
||||
|
||||
// read the (optional) second UV coordinate set
|
||||
if (vertexFormat == 1)
|
||||
{
|
||||
if (vertexFormat == 1) {
|
||||
sz = fast_atof_move(sz,(float&)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
|
||||
|
@ -383,8 +350,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
curUV2s.push_back(temp);
|
||||
}
|
||||
// read optional tangent and bitangent vectors
|
||||
else if (vertexFormat == 2)
|
||||
{
|
||||
else if (vertexFormat == 2) {
|
||||
// tangents
|
||||
sz = fast_atof_move(sz,(float&)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
|
@ -418,8 +384,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
while (SkipLine(&sz));
|
||||
}
|
||||
else if (textMeaning == 2)
|
||||
{
|
||||
else if (textMeaning == 2) {
|
||||
textMeaning = 0;
|
||||
|
||||
// read indices
|
||||
|
@ -436,22 +401,18 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
unsigned int curIdx = 0;
|
||||
unsigned int total = 0;
|
||||
while(SkipSpacesAndLineEnd(&sz))
|
||||
{
|
||||
if (curFace >= faceEnd)
|
||||
{
|
||||
while(SkipSpacesAndLineEnd(&sz)) {
|
||||
if (curFace >= faceEnd) {
|
||||
DefaultLogger::get()->error("IRRMESH: Too many indices");
|
||||
break;
|
||||
}
|
||||
if (!curIdx)
|
||||
{
|
||||
if (!curIdx) {
|
||||
curFace->mNumIndices = 3;
|
||||
curFace->mIndices = new unsigned int[3];
|
||||
}
|
||||
|
||||
unsigned int idx = strtol10(sz,&sz);
|
||||
if (idx >= curVertices.size())
|
||||
{
|
||||
if (idx >= curVertices.size()) {
|
||||
DefaultLogger::get()->error("IRRMESH: Index out of range");
|
||||
idx = 0;
|
||||
}
|
||||
|
@ -466,8 +427,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
if (pcT0)*pcT0++ = curUVs[idx];
|
||||
if (pcT1)*pcT1++ = curUV2s[idx];
|
||||
|
||||
if (++curIdx == 3)
|
||||
{
|
||||
if (++curIdx == 3) {
|
||||
++curFace;
|
||||
curIdx = 0;
|
||||
}
|
||||
|
@ -477,8 +437,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
DefaultLogger::get()->error("IRRMESH: Not enough indices");
|
||||
|
||||
// Finish processing the mesh - do some small material workarounds
|
||||
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors)
|
||||
{
|
||||
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
|
||||
// Take the opacity value of the current material
|
||||
// from the common vertex color alpha
|
||||
MaterialHelper* mat = (MaterialHelper*)curMat;
|
||||
|
@ -496,16 +455,13 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// End of the last buffer. A material and a mesh should be there
|
||||
if (curMat || curMesh)
|
||||
{
|
||||
if ( !curMat || !curMesh)
|
||||
{
|
||||
if (curMat || curMesh) {
|
||||
if ( !curMat || !curMesh) {
|
||||
DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
|
||||
delete curMat;
|
||||
delete curMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
materials.push_back(curMat);
|
||||
meshes.push_back(curMesh);
|
||||
}
|
||||
|
@ -518,8 +474,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
// now generate the output scene
|
||||
pScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
||||
pScene->mMeshes[i] = meshes[i];
|
||||
|
||||
// clean this value ...
|
||||
|
@ -538,9 +493,6 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
|
||||
// transformation matrix to convert from IRRMESH to ASSIMP coordinates
|
||||
pScene->mRootNode->mTransformation *= AI_TO_IRR_MATRIX;
|
||||
|
||||
// clean up and return
|
||||
delete reader;
|
||||
AI_DEBUG_INVALIDATE_PTR(reader);
|
||||
|
|
|
@ -167,7 +167,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_BUILD_NO_JOINVERTICES_PROCESS
|
||||
# include "JoinVerticesProcess.h"
|
||||
#endif
|
||||
#ifndef AI_BUILD_NO_CONVERTTOLH_PROCESS
|
||||
#if !(defined AI_BUILD_NO_MAKELEFTHANDED_PROCESS && defined AI_BUILD_NO_FLIPUVS_PROCESS && defined AI_BUILD_NO_FLIPWINDINGORDER_PROCESS)
|
||||
# include "ConvertToLHProcess.h"
|
||||
#endif
|
||||
#ifndef AI_BUILD_NO_TRIANGULATE_PROCESS
|
||||
|
@ -436,8 +436,14 @@ Importer::Importer()
|
|||
#if (!defined AI_BUILD_NO_SPLITLARGEMESHES_PROCESS)
|
||||
mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Vertex());
|
||||
#endif
|
||||
#if (!defined AI_BUILD_NO_CONVERTTOLH_PROCESS)
|
||||
mPostProcessingSteps.push_back( new ConvertToLHProcess());
|
||||
#if (!defined AI_BUILD_NO_MAKELEFTHANDED_PROCESS)
|
||||
mPostProcessingSteps.push_back( new MakeLeftHandedProcess());
|
||||
#endif
|
||||
#if (!defined AI_BUILD_NO_FLIPUVS_PROCESS)
|
||||
mPostProcessingSteps.push_back( new FlipUVsProcess());
|
||||
#endif
|
||||
#if (!defined AI_BUILD_NO_FLIPWINDINGORDER_PROCESS)
|
||||
mPostProcessingSteps.push_back( new FlipWindingOrderProcess());
|
||||
#endif
|
||||
#if (!defined AI_BUILD_NO_LIMITBONEWEIGHTS_PROCESS)
|
||||
mPostProcessingSteps.push_back( new LimitBoneWeightsProcess());
|
||||
|
|
|
@ -549,7 +549,7 @@ void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0
|
|||
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
|
||||
aiQuatKey& qk = anim->mRotationKeys[i];
|
||||
qk.mTime = keys[i].mTime;
|
||||
qk.mValue = aiQuaternion( keys[i].mValue.x ,keys[i].mValue.y ,keys[i].mValue.z );
|
||||
qk.mValue = aiQuaternion( keys[i].mValue.x ,keys[i].mValue.z ,keys[i].mValue.y );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "SGSpatialSort.h"
|
||||
#include "ByteSwap.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -314,24 +315,20 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
// now convert all faces
|
||||
unsigned int vert = 0;
|
||||
std::vector<unsigned int>::iterator outIt = smoothingGroups.begin();
|
||||
for (it = sorted.begin(); it != end;++it,++outIt)
|
||||
{
|
||||
for (it = sorted.begin(); it != end;++it,++outIt) {
|
||||
const LWO::Face& face = layer.mFaces[*it];
|
||||
*outIt = face.smoothGroup;
|
||||
|
||||
// copy all vertices
|
||||
for (unsigned int q = 0; q < face.mNumIndices;++q)
|
||||
{
|
||||
for (unsigned int q = 0; q < face.mNumIndices;++q,++vert) {
|
||||
register unsigned int idx = face.mIndices[q];
|
||||
*pv = layer.mTempPoints[idx] + layer.mPivot;
|
||||
pv->z *= -1.0f; // DX to OGL
|
||||
//std::swap(pv->z,pv->y);
|
||||
pv++;
|
||||
|
||||
// process UV coordinates
|
||||
for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_TEXTURECOORDS;++w)
|
||||
{
|
||||
if (0xffffffff == vUVChannelIndices[w])break;
|
||||
for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_TEXTURECOORDS;++w) {
|
||||
if (0xffffffff == vUVChannelIndices[w])
|
||||
break;
|
||||
aiVector3D*& pp = pvUV[w];
|
||||
const aiVector2D& src = ((aiVector2D*)&layer.mUVChannels[vUVChannelIndices[w]].rawData[0])[idx];
|
||||
pp->x = src.x;
|
||||
|
@ -345,9 +342,9 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// process vertex colors
|
||||
for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_COLOR_SETS;++w)
|
||||
{
|
||||
if (0xffffffff == vVColorIndices[w])break;
|
||||
for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_COLOR_SETS;++w) {
|
||||
if (0xffffffff == vVColorIndices[w])
|
||||
break;
|
||||
*pvVC[w] = ((aiColor4D*)&layer.mVColorChannels[vVColorIndices[w]].rawData[0])[idx];
|
||||
|
||||
// If a RGB color map is explicitly requested delete the
|
||||
|
@ -364,10 +361,8 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
{
|
||||
}
|
||||
#endif
|
||||
face.mIndices[q] = vert + (face.mNumIndices-q-1);
|
||||
face.mIndices[q] = vert;
|
||||
}
|
||||
vert += face.mNumIndices;
|
||||
|
||||
pf->mIndices = face.mIndices;
|
||||
pf->mNumIndices = face.mNumIndices;
|
||||
unsigned int** p = (unsigned int**)&face.mIndices;*p = NULL; // make sure it won't be deleted
|
||||
|
@ -568,8 +563,7 @@ void LWOImporter::GenerateNodeGraph(std::vector<aiNode*>& apcNodes)
|
|||
for (unsigned int i = 0; i < apcNodes.size();++i)
|
||||
if (apcNodes[i] && apcNodes[i]->mNumMeshes)++extra;
|
||||
|
||||
if (extra)
|
||||
{
|
||||
if (extra) {
|
||||
// we need to add extra nodes to the root
|
||||
const unsigned int newSize = extra + pScene->mRootNode->mNumChildren;
|
||||
aiNode** const apcNewNodes = new aiNode*[newSize];
|
||||
|
@ -596,15 +590,17 @@ void LWOImporter::GenerateNodeGraph(std::vector<aiNode*>& apcNodes)
|
|||
if (!pScene->mRootNode->mNumChildren)
|
||||
throw new ImportErrorException("LWO: Unable to build a valid node graph");
|
||||
|
||||
// remove a single root node
|
||||
// TODO: implement directly in the above loop, no need to deallocate here
|
||||
if (1 == pScene->mRootNode->mNumChildren)
|
||||
{
|
||||
// Remove a single root node with no meshes assigned ...
|
||||
if (1 == pScene->mRootNode->mNumChildren) {
|
||||
aiNode* pc = pScene->mRootNode->mChildren[0];
|
||||
pc->mParent = pScene->mRootNode->mChildren[0] = NULL;
|
||||
delete pScene->mRootNode;
|
||||
pScene->mRootNode = pc;
|
||||
}
|
||||
|
||||
// convert the whole stuff to RH
|
||||
MakeLeftHandedProcess maker;
|
||||
maker.Execute(pScene);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -136,12 +136,10 @@ bool LWOImporter::HandleTextures(MaterialHelper* pcMat, const TextureList& in, a
|
|||
break;
|
||||
};
|
||||
|
||||
if (mapping != aiTextureMapping_UV)
|
||||
{
|
||||
if (mapping != aiTextureMapping_UV) {
|
||||
// Setup the main axis
|
||||
aiVector3D v;
|
||||
switch ((*it).majorAxis)
|
||||
{
|
||||
switch ((*it).majorAxis) {
|
||||
case Texture::AXIS_X:
|
||||
v = aiVector3D(1.f,0.f,0.f);
|
||||
break;
|
||||
|
@ -156,8 +154,7 @@ bool LWOImporter::HandleTextures(MaterialHelper* pcMat, const TextureList& in, a
|
|||
pcMat->AddProperty(&v,1,AI_MATKEY_TEXMAP_AXIS(type,cur));
|
||||
|
||||
// Setup UV scalings for cylindric and spherical projections
|
||||
if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE)
|
||||
{
|
||||
if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
|
||||
aiUVTransform trafo;
|
||||
trafo.mScaling.x = (*it).wrapAmountW;
|
||||
trafo.mScaling.y = (*it).wrapAmountH;
|
||||
|
|
|
@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "SceneCombiner.h"
|
||||
#include "GenericProperty.h"
|
||||
#include "SkeletonMeshBuilder.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -858,6 +859,10 @@ void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
|
|||
std::copy(anims.begin(),anims.end(),anim->mChannels);
|
||||
}
|
||||
|
||||
// convert the master scene to RH
|
||||
MakeLeftHandedProcess monster_cheat;
|
||||
monster_cheat.Execute(master);
|
||||
|
||||
// OK ... finally build the output graph
|
||||
SceneCombiner::MergeScenes(&pScene,master,attach,
|
||||
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
|
||||
|
@ -872,4 +877,5 @@ void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
|
|||
SkeletonMeshBuilder builder(pScene);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -144,7 +144,11 @@ void MD5Importer::InternReadFile( const std::string& pFile,
|
|||
|
||||
// make sure we have at least one file
|
||||
if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera)
|
||||
throw new ImportErrorException("Failed to read valid contents from this MD5 data set");
|
||||
throw new ImportErrorException("Failed to read valid contents from this MD5* file");
|
||||
|
||||
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
|
||||
pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
|
||||
0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
|
||||
|
||||
// the output scene wouldn't pass the validation without this flag
|
||||
if (!bHadMD5Mesh)
|
||||
|
@ -156,7 +160,6 @@ void MD5Importer::InternReadFile( const std::string& pFile,
|
|||
void MD5Importer::LoadFileIntoMemory (IOStream* file)
|
||||
{
|
||||
ai_assert(NULL != file);
|
||||
|
||||
fileSize = (unsigned int)file->FileSize();
|
||||
|
||||
// allocate storage and copy the contents of the file to a memory buffer
|
||||
|
@ -211,6 +214,8 @@ void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
|
|||
}
|
||||
else abHad[face.mIndices[i]] = true;
|
||||
}
|
||||
// swap face order
|
||||
std::swap(face.mIndices[0],face.mIndices[2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -443,8 +448,7 @@ void MD5Importer::LoadMD5MeshFile ()
|
|||
}
|
||||
|
||||
// process bone weights
|
||||
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
|
||||
{
|
||||
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) {
|
||||
if (w >= meshSrc.mWeights.size())
|
||||
throw new ImportErrorException("MD5MESH: Invalid weight index");
|
||||
|
||||
|
@ -478,8 +482,7 @@ void MD5Importer::LoadMD5MeshFile ()
|
|||
// (however, take care that the aiFace destructor doesn't delete the mIndices array)
|
||||
mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
|
||||
mesh->mFaces = new aiFace[mesh->mNumFaces];
|
||||
for (unsigned int c = 0; c < mesh->mNumFaces;++c)
|
||||
{
|
||||
for (unsigned int c = 0; c < mesh->mNumFaces;++c) {
|
||||
mesh->mFaces[c].mNumIndices = 3;
|
||||
mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
|
||||
meshSrc.mFaces[c].mIndices = NULL;
|
||||
|
@ -621,6 +624,7 @@ void MD5Importer::LoadMD5AnimFile ()
|
|||
if (!pScene->mRootNode) {
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
|
||||
|
||||
AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);
|
||||
|
||||
// Call SkeletonMeshBuilder to construct a mesh to represent the shape
|
||||
|
@ -659,14 +663,17 @@ void MD5Importer::LoadMD5CameraFile ()
|
|||
std::vector<unsigned int>& cuts = cameraParser.cuts;
|
||||
std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames;
|
||||
|
||||
// Construct output graph - a simple dummy node
|
||||
aiNode* root = pScene->mRootNode = new aiNode();
|
||||
root->mName.Set("<MD5Camera>");
|
||||
// Construct output graph - a simple root with a dummy child.
|
||||
// The root node performs the coordinate system conversion
|
||||
aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
|
||||
root->mChildren = new aiNode*[root->mNumChildren = 1];
|
||||
root->mChildren[0] = new aiNode("<MD5Camera>");
|
||||
root->mChildren[0]->mParent = root;
|
||||
|
||||
// ... but with one camera assigned to it
|
||||
pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1];
|
||||
aiCamera* cam = pScene->mCameras[0] = new aiCamera();
|
||||
cam->mName = root->mName;
|
||||
cam->mName = "<MD5Camera>";
|
||||
|
||||
// FIXME: Fov is currently set to the first frame's value
|
||||
cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV );
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -338,23 +338,18 @@ void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
|
|||
{
|
||||
bool bNeedDefaultMat = false;
|
||||
|
||||
for (std::vector<PLY::Face>::iterator
|
||||
i = avFaces->begin();i != avFaces->end();++i)
|
||||
{
|
||||
if (0xFFFFFFFF == (*i).iMaterialIndex)
|
||||
{
|
||||
for (std::vector<PLY::Face>::iterator i = avFaces->begin();i != avFaces->end();++i) {
|
||||
if (0xFFFFFFFF == (*i).iMaterialIndex) {
|
||||
bNeedDefaultMat = true;
|
||||
(*i).iMaterialIndex = (unsigned int)avMaterials->size();
|
||||
}
|
||||
else if ((*i).iMaterialIndex >= avMaterials->size() )
|
||||
{
|
||||
else if ((*i).iMaterialIndex >= avMaterials->size() ) {
|
||||
// clamp the index
|
||||
(*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
|
||||
}
|
||||
}
|
||||
|
||||
if (bNeedDefaultMat)
|
||||
{
|
||||
if (bNeedDefaultMat) {
|
||||
// generate a default material
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
|
@ -370,6 +365,11 @@ void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
|
|||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
// The face order is absolutely undefined for PLY, so we have to
|
||||
// use two-sided rendering to be sure it's ok.
|
||||
const int two_sided = 1;
|
||||
pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
|
||||
|
||||
avMaterials->push_back(pcHelper);
|
||||
}
|
||||
}
|
||||
|
@ -997,11 +997,8 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
|
|||
}
|
||||
}
|
||||
// check whether we have a valid source for the material data
|
||||
if (NULL != pcList)
|
||||
{
|
||||
for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
|
||||
i != pcList->alInstances.end();++i)
|
||||
{
|
||||
if (NULL != pcList) {
|
||||
for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
|
||||
aiColor4D clrOut;
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
|
@ -1019,16 +1016,12 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
|
|||
|
||||
// handle phong power and shading mode
|
||||
int iMode;
|
||||
if (0xFFFFFFFF != iPhong)
|
||||
{
|
||||
float fSpec = PLY::PropertyInstance::ConvertTo<float>(
|
||||
(*i).alProperties[iPhong].avList.front(),ePhong);
|
||||
if (0xFFFFFFFF != iPhong) {
|
||||
float fSpec = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),ePhong);
|
||||
|
||||
// if shininess is 0 (and the pow() calculation would therefore always
|
||||
// become 1, not depending on the angle) use gouraud lighting
|
||||
if (fSpec)
|
||||
{
|
||||
|
||||
// become 1, not depending on the angle), use gouraud lighting
|
||||
if (fSpec) {
|
||||
// scale this with 15 ... hopefully this is correct
|
||||
fSpec *= 15;
|
||||
pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
|
||||
|
@ -1041,14 +1034,16 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
|
|||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// handle opacity
|
||||
if (0xFFFFFFFF != iOpacity)
|
||||
{
|
||||
float fOpacity = PLY::PropertyInstance::ConvertTo<float>(
|
||||
(*i).alProperties[iPhong].avList.front(),eOpacity);
|
||||
|
||||
if (0xFFFFFFFF != iOpacity) {
|
||||
float fOpacity = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),eOpacity);
|
||||
pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
|
||||
}
|
||||
|
||||
// The face order is absolutely undefined for PLY, so we have to
|
||||
// use two-sided rendering to be sure it's ok.
|
||||
const int two_sided = 1;
|
||||
pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
|
||||
|
||||
// add the newly created material instance to the list
|
||||
pvOut->push_back(pcHelper);
|
||||
}
|
||||
|
|
|
@ -62,8 +62,7 @@ void ScenePreprocessor::ProcessScene ()
|
|||
ProcessAnimation(scene->mAnimations[i]);
|
||||
|
||||
// Generate a default material if none was specified
|
||||
if (!scene->mNumMaterials && scene->mNumMeshes)
|
||||
{
|
||||
if (!scene->mNumMaterials && scene->mNumMeshes) {
|
||||
scene->mMaterials = new aiMaterial*[2];
|
||||
MaterialHelper* helper;
|
||||
|
||||
|
@ -76,13 +75,11 @@ void ScenePreprocessor::ProcessScene ()
|
|||
if (scene->mMeshes[i]->mTextureCoords[0]) {
|
||||
|
||||
if (mat0 == 0xffffffff) {
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
|
||||
|
||||
// dummy texture
|
||||
name.Set("texture.png");
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
|
||||
name.Set("$texture.png");
|
||||
helper->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
// setup default name
|
||||
name.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
|
||||
helper->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
|
@ -94,16 +91,11 @@ void ScenePreprocessor::ProcessScene ()
|
|||
else
|
||||
{
|
||||
if (mat1 == 0xffffffff) {
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
|
||||
|
||||
// gray
|
||||
scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
|
||||
aiColor3D clr(0.6f,0.6f,0.6f);
|
||||
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
|
||||
// add a small ambient color value
|
||||
clr = aiColor3D(0.05f,0.05f,0.05f);
|
||||
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
// setup the default name
|
||||
name.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
helper->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
@ -121,8 +113,7 @@ void ScenePreprocessor::ProcessScene ()
|
|||
void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
|
||||
{
|
||||
// If aiMesh::mNumUVComponents is *not* set assign the default value of 2
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
||||
if (!mesh->mTextureCoords[i])
|
||||
mesh->mNumUVComponents[i] = 0;
|
||||
|
||||
|
@ -146,10 +137,8 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
|
|||
|
||||
// If the information which primitive types are there in the
|
||||
// mesh is currently not available, compute it.
|
||||
if (!mesh->mPrimitiveTypes)
|
||||
{
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
|
||||
{
|
||||
if (!mesh->mPrimitiveTypes) {
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
||||
aiFace& face = mesh->mFaces[a];
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
|
@ -173,8 +162,8 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
|
|||
}
|
||||
|
||||
// If tangents and normals are given but no bitangents compute them
|
||||
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents)
|
||||
{
|
||||
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
|
||||
|
||||
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
|
||||
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
|
||||
|
@ -186,34 +175,30 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
|
|||
void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
||||
{
|
||||
double first = 10e10, last = -10e10;
|
||||
for (unsigned int i = 0; i < anim->mNumChannels;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
|
||||
aiNodeAnim* channel = anim->mChannels[i];
|
||||
|
||||
/* If the exact duration of the animation is not given
|
||||
* compute it now.
|
||||
*/
|
||||
if (anim->mDuration == -1.)
|
||||
{
|
||||
if (anim->mDuration == -1.) {
|
||||
|
||||
// Position keys
|
||||
for (unsigned int i = 0; i < channel->mNumPositionKeys;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < channel->mNumPositionKeys;++i) {
|
||||
aiVectorKey& key = channel->mPositionKeys[i];
|
||||
first = std::min (first, key.mTime);
|
||||
last = std::max (last, key.mTime);
|
||||
}
|
||||
|
||||
// Scaling keys
|
||||
for (unsigned int i = 0; i < channel->mNumScalingKeys;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < channel->mNumScalingKeys;++i) {
|
||||
aiVectorKey& key = channel->mScalingKeys[i];
|
||||
first = std::min (first, key.mTime);
|
||||
last = std::max (last, key.mTime);
|
||||
}
|
||||
|
||||
// Rotation keys
|
||||
for (unsigned int i = 0; i < channel->mNumRotationKeys;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < channel->mNumRotationKeys;++i) {
|
||||
aiQuatKey& key = channel->mRotationKeys[i];
|
||||
first = std::min (first, key.mTime);
|
||||
last = std::max (last, key.mTime);
|
||||
|
@ -225,8 +210,7 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
|||
* track from the information we have in the transformation
|
||||
* matrix of the corresponding node.
|
||||
*/
|
||||
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys)
|
||||
{
|
||||
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
|
||||
// Find the node that belongs to this animation
|
||||
aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
|
||||
if (node) // ValidateDS will complain later if 'node' is NULL
|
||||
|
@ -238,8 +222,7 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
|||
node->mTransformation.Decompose(scaling, rotation,position);
|
||||
|
||||
// No rotation keys? Generate a dummy track
|
||||
if (!channel->mNumRotationKeys)
|
||||
{
|
||||
if (!channel->mNumRotationKeys) {
|
||||
channel->mNumRotationKeys = 1;
|
||||
channel->mRotationKeys = new aiQuatKey[1];
|
||||
aiQuatKey& q = channel->mRotationKeys[0];
|
||||
|
@ -251,8 +234,7 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
|||
}
|
||||
|
||||
// No scaling keys? Generate a dummy track
|
||||
if (!channel->mNumScalingKeys)
|
||||
{
|
||||
if (!channel->mNumScalingKeys) {
|
||||
channel->mNumScalingKeys = 1;
|
||||
channel->mScalingKeys = new aiVectorKey[1];
|
||||
aiVectorKey& q = channel->mScalingKeys[0];
|
||||
|
@ -264,8 +246,7 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
|||
}
|
||||
|
||||
// No position keys? Generate a dummy track
|
||||
if (!channel->mNumPositionKeys)
|
||||
{
|
||||
if (!channel->mNumPositionKeys) {
|
||||
channel->mNumPositionKeys = 1;
|
||||
channel->mPositionKeys = new aiVectorKey[1];
|
||||
aiVectorKey& q = channel->mPositionKeys[0];
|
||||
|
@ -278,9 +259,9 @@ void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
|||
}
|
||||
}
|
||||
}
|
||||
if (anim->mDuration == -1.)
|
||||
{
|
||||
DefaultLogger::get()->debug("Setting animation duration");
|
||||
|
||||
if (anim->mDuration == -1.) {
|
||||
DefaultLogger::get()->debug("ScenePreprocessor: Setting animation duration");
|
||||
anim->mDuration = last - std::min( first, 0. );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "StreamReader.h"
|
||||
#include "ParsingUtils.h"
|
||||
#include "fast_atof.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -107,14 +108,10 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
// For any of the 3 files being passed get the three correct paths
|
||||
// First of all, determine file extension
|
||||
std::string::size_type pos = pFile.find_last_of('.');
|
||||
std::string extension = pFile.substr( pos);
|
||||
|
||||
for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
|
||||
*it = tolower( *it);
|
||||
std::string extension = GetExtension(pFile);
|
||||
|
||||
std::string d_path,a_path,uc_path;
|
||||
if (extension == ".3d")
|
||||
{
|
||||
if (extension == "3d") {
|
||||
// jjjj_d.3d
|
||||
// jjjj_a.3d
|
||||
pos = pFile.find_last_of('_');
|
||||
|
@ -123,8 +120,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
extension = pFile.substr(0,pos);
|
||||
}
|
||||
else // if (extension == ".uc")
|
||||
{
|
||||
else {
|
||||
extension = pFile.substr(0,pos);
|
||||
}
|
||||
|
||||
|
@ -154,16 +150,13 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// collect triangles
|
||||
std::vector<Unreal::Triangle> triangles(numTris);
|
||||
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
|
||||
Unreal::Triangle& tri = *it;
|
||||
|
||||
for (unsigned int i = 0; i < 3;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < 3;++i) {
|
||||
|
||||
tri.mVertex[i] = d_reader.GetI2();
|
||||
if (tri.mVertex[i] >= numTris)
|
||||
{
|
||||
if (tri.mVertex[i] >= numTris) {
|
||||
DefaultLogger::get()->warn("UNREAL: vertex index out of range");
|
||||
tri.mVertex[i] = 0;
|
||||
}
|
||||
|
@ -208,9 +201,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// collect vertices
|
||||
std::vector<aiVector3D> vertices(numVert);
|
||||
for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it) {
|
||||
int32_t val = a_reader.GetI4();
|
||||
Unreal::DecompressVertex(*it,val);
|
||||
}
|
||||
|
@ -236,8 +227,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
std::vector< std::pair< std::string,std::string > > tempTextures;
|
||||
|
||||
// do a quick search in the UC file for some known, usually texture-related, tags
|
||||
for (;*data;++data)
|
||||
{
|
||||
for (;*data;++data) {
|
||||
if (TokenMatchI(data,"#exec",5)) {
|
||||
SkipSpacesAndLineEnd(&data);
|
||||
|
||||
|
@ -245,20 +235,16 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
if (TokenMatchI(data,"TEXTURE",7)) {
|
||||
SkipSpacesAndLineEnd(&data);
|
||||
|
||||
if (TokenMatchI(data,"IMPORT",6))
|
||||
{
|
||||
if (TokenMatchI(data,"IMPORT",6)) {
|
||||
tempTextures.push_back(std::pair< std::string,std::string >());
|
||||
std::pair< std::string,std::string >& me = tempTextures.back();
|
||||
for (;!IsLineEnd(*data);++data)
|
||||
{
|
||||
if (!::ASSIMP_strincmp(data,"NAME=",5))
|
||||
{
|
||||
for (;!IsLineEnd(*data);++data) {
|
||||
if (!::ASSIMP_strincmp(data,"NAME=",5)) {
|
||||
const char *d = data+=5;
|
||||
for (;!IsSpaceOrNewLine(*data);++data);
|
||||
me.first = std::string(d,(size_t)(data-d));
|
||||
}
|
||||
else if (!::ASSIMP_strincmp(data,"FILE=",5))
|
||||
{
|
||||
else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
|
||||
const char *d = data+=5;
|
||||
for (;!IsSpaceOrNewLine(*data);++data);
|
||||
me.second = std::string(d,(size_t)(data-d));
|
||||
|
@ -279,13 +265,11 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
std::pair<unsigned int, std::string>& me = textures.back();
|
||||
|
||||
for (;!IsLineEnd(*data);++data) {
|
||||
if (!::ASSIMP_strincmp(data,"NUM=",4))
|
||||
{
|
||||
if (!::ASSIMP_strincmp(data,"NUM=",4)) {
|
||||
data += 4;
|
||||
me.first = strtol10(data,&data);
|
||||
}
|
||||
else if (!::ASSIMP_strincmp(data,"TEXTURE=",8))
|
||||
{
|
||||
else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
|
||||
data += 8;
|
||||
const char *d = data;
|
||||
for (;!IsSpaceOrNewLine(*data);++data);
|
||||
|
@ -293,10 +277,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// try to find matching path names, doesn't care if we don't find them
|
||||
for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
|
||||
it != tempTextures.end(); ++it)
|
||||
{
|
||||
if ((*it).first == me.second)
|
||||
{
|
||||
it != tempTextures.end(); ++it) {
|
||||
if ((*it).first == me.second) {
|
||||
me.second = (*it).second;
|
||||
break;
|
||||
}
|
||||
|
@ -330,9 +312,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
materials.reserve(textures.size()*2+5);
|
||||
|
||||
// find out how many output meshes and materials we'll have and build material indices
|
||||
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
|
||||
Unreal::Triangle& tri = *it;
|
||||
Unreal::TempMat mat(tri);
|
||||
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
|
||||
|
@ -389,8 +369,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
else ::strcat(s.data,"os_");
|
||||
|
||||
// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
|
||||
if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS)
|
||||
{
|
||||
if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
|
||||
const float opac = 0.9f;
|
||||
mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
|
||||
::strcat(s.data,"tran_");
|
||||
|
@ -398,8 +377,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
else ::strcat(s.data,"opaq_");
|
||||
|
||||
// a special name for the weapon attachment point
|
||||
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER)
|
||||
{
|
||||
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
|
||||
s.length = ::sprintf(s.data,"$WeaponTag$");
|
||||
color = aiColor3D(0.f,0.f,0.f);
|
||||
}
|
||||
|
@ -411,11 +389,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
|
||||
// set texture, if any
|
||||
const unsigned int tex = materials[i].tex;
|
||||
for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();
|
||||
it != textures.end();++it)
|
||||
{
|
||||
if ((*it).first == tex)
|
||||
{
|
||||
for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
|
||||
if ((*it).first == tex) {
|
||||
s.Set((*it).second);
|
||||
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
break;
|
||||
|
@ -424,9 +399,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// fill them.
|
||||
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
|
||||
Unreal::Triangle& tri = *it;
|
||||
Unreal::TempMat mat(tri);
|
||||
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
|
||||
|
@ -435,14 +408,17 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
aiFace& f = mesh->mFaces[mesh->mNumFaces++];
|
||||
f.mIndices = new unsigned int[f.mNumIndices = 3];
|
||||
|
||||
for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++)
|
||||
{
|
||||
for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
|
||||
f.mIndices[i] = mesh->mNumVertices;
|
||||
|
||||
mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
|
||||
mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
// convert to RH
|
||||
MakeLeftHandedProcess hero;
|
||||
hero.Execute(pScene);
|
||||
}
|
||||
|
||||
#endif // !! AI_BUILD_NO_3D_IMPORTER
|
|
@ -47,7 +47,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "XFileImporter.h"
|
||||
#include "XFileParser.h"
|
||||
#include "MaterialSystem.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
@ -141,9 +140,9 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const X
|
|||
CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
|
||||
}
|
||||
|
||||
// convert the root node's transformation to OGL coords
|
||||
if( pScene->mRootNode)
|
||||
ConvertToLHProcess::ConvertToOGL( pScene->mRootNode->mTransformation);
|
||||
// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
|
||||
MakeLeftHandedProcess convertProcess;
|
||||
convertProcess.Execute( pScene);
|
||||
|
||||
// finally: create a dummy material if not material was imported
|
||||
if( pScene->mNumMaterials == 0)
|
||||
|
@ -305,7 +304,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
// collect vertex data for indices of this face
|
||||
for( unsigned int d = 0; d < df.mNumIndices; d++)
|
||||
{
|
||||
df.mIndices[df.mNumIndices - 1 - d] = newIndex; // inverted face orientation for OGL
|
||||
df.mIndices[d] = newIndex;
|
||||
orgPoints[newIndex] = pf.mIndices[d];
|
||||
|
||||
// Position
|
||||
|
@ -313,6 +312,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
// Normal, if present
|
||||
if( mesh->HasNormals())
|
||||
mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
|
||||
|
||||
// texture coord sets
|
||||
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
|
||||
{
|
||||
|
@ -434,9 +434,6 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
nbone->mNodeName.Set( bone->mBoneName);
|
||||
nanim->mChannels[b] = nbone;
|
||||
|
||||
// apply the LH->RH conversion if the animation affects the root bone
|
||||
bool isRootAnim = (bone->mBoneName == pScene->mRootNode->mName.data);
|
||||
|
||||
// keyframes are given as combined transformation matrix keys
|
||||
if( bone->mTrafoKeys.size() > 0)
|
||||
{
|
||||
|
@ -455,8 +452,6 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
|
||||
// extract position
|
||||
aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
|
||||
if( isRootAnim)
|
||||
ConvertToLHProcess::ConvertToOGL( pos);
|
||||
|
||||
nbone->mPositionKeys[c].mTime = time;
|
||||
nbone->mPositionKeys[c].mValue = pos;
|
||||
|
@ -475,9 +470,6 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
|
||||
trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
|
||||
|
||||
if( isRootAnim)
|
||||
ConvertToLHProcess::ConvertToOGL( rotmat);
|
||||
|
||||
// and convert it into a quaternion
|
||||
nbone->mRotationKeys[c].mTime = time;
|
||||
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
||||
|
@ -493,8 +485,6 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
|
||||
{
|
||||
aiVector3D pos = bone->mPosKeys[c].mValue;
|
||||
if( isRootAnim)
|
||||
ConvertToLHProcess::ConvertToOGL( pos);
|
||||
|
||||
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
||||
nbone->mPositionKeys[c].mValue = pos;
|
||||
|
@ -506,8 +496,6 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
|
||||
{
|
||||
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
||||
if( isRootAnim)
|
||||
ConvertToLHProcess::ConvertToOGL( rotmat);
|
||||
|
||||
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
||||
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
||||
|
|
Binary file not shown.
|
@ -31,7 +31,7 @@ PROJECT_NAME = assimp
|
|||
# This could be handy for archiving the generated documentation or
|
||||
# if some version control system is used.
|
||||
|
||||
PROJECT_NUMBER = r281
|
||||
PROJECT_NUMBER = r350
|
||||
|
||||
# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
|
||||
# base path where the generated documentation will be put.
|
||||
|
|
82
doc/dox.h
82
doc/dox.h
|
@ -17,7 +17,7 @@ processing steps to the imported data such as conversion to indexed meshes, calc
|
|||
or conversion from right-handed to left-handed coordinate systems.
|
||||
|
||||
ASSIMP currently supports the following file formats (note that some loaders lack some features of their formats because
|
||||
some file formats contain data not supported by Assimp, some stuff would require so much conversion work
|
||||
some file formats contain data not supported by ASSIMP, some stuff would require so much conversion work
|
||||
that it has not yet been implemented, and some formats have not completely been documented by their inventors):
|
||||
<hr>
|
||||
<br><tt>
|
||||
|
@ -37,7 +37,7 @@ that it has not yet been implemented, and some formats have not completely been
|
|||
<b>Quake II</b> ( <i>*.md2</i> ) <br>
|
||||
<b>Quake III</b> ( <i>*.md3</i> ) <br>
|
||||
<b>RtCW</b> ( <i>*.mdc</i> )<br>
|
||||
<b>Doom 3</b> ( <i>*.md5</i> ) <sup>3</sup> <br>
|
||||
<b>Doom 3</b> ( <i>*.md5mesh;*.md5anim;*.md5camera</i> ) <br>
|
||||
<b>DirectX X </b> ( <i>*.x</i> ). <br>
|
||||
<b>Quick3D </b> ( <i>*.q3o;*q3s</i> ). <br>
|
||||
<b>Raw Triangles </b> ( <i>*.raw</i> ). <br>
|
||||
|
@ -51,7 +51,7 @@ that it has not yet been implemented, and some formats have not completely been
|
|||
<b>3D GameStudio Model </b> ( <i>*.mdl</i> ) <br>
|
||||
<b>3D GameStudio Terrain</b> ( <i>*.hmp</i> )<br><br><br>
|
||||
</tt>
|
||||
<sup>3</sup>: These formats support animations, but Assimp doesn't yet support them (or they're buggy)
|
||||
<sup>3</sup>: These formats support animations, but ASSIMP doesn't yet support them (or they're buggy)
|
||||
<br>
|
||||
<hr>
|
||||
|
||||
|
@ -115,9 +115,9 @@ assimp-discussions</a>.
|
|||
@section install_prebuilt Using the pre-built libraries with Visual C++ 8/9
|
||||
|
||||
If you develop at Visual Studio 2005 or 2008, you can simply use the pre-built linker libraries provided in the distribution.
|
||||
Extract all files to a place of your choice. A directory called "Assimp" will be created there. Add the Assimp/include path
|
||||
Extract all files to a place of your choice. A directory called "ASSIMP" will be created there. Add the ASSIMP/include path
|
||||
to your include paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Include files)
|
||||
and the Assimp/lib/<Compiler> path to your linker paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Library files).
|
||||
and the ASSIMP/lib/<Compiler> path to your linker paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Library files).
|
||||
This is neccessary only once to setup all paths inside you IDE.
|
||||
|
||||
To use the library in your C++ project you have to include either <assimp.hpp> or <assimp.h> plus some others starting with <aiTypes.h>.
|
||||
|
@ -140,7 +140,7 @@ various useful debug checks. Actually they are really helpful for debugging, but
|
|||
so extremely slow that they can make the STL up to 100 times slower (imagine a <i>std::vector<T>::operator[] </i>
|
||||
performing 3 or 4 single checks! scary ...).
|
||||
|
||||
These security enhancements are - thanks MS! - also active in release builds, rendering Assimp several times
|
||||
These security enhancements are - thanks MS! - also active in release builds, rendering ASSIMP several times
|
||||
slower. However, it is possible to disable them by defining
|
||||
|
||||
@code
|
||||
|
@ -149,14 +149,14 @@ _SECURE_SCL=0
|
|||
@endcode
|
||||
|
||||
in the preprocessor options (or alternatively in the source code, just before the STL is included for the first time).
|
||||
<b>Assimp's vc8 and vc9 configs enable these flags by default</b>.
|
||||
<b>ASSIMP's vc8 and vc9 configs enable these flags by default</b>.
|
||||
|
||||
<i>If you're linking statically against Assimp:</i> Make sure your applications uses the same STl settings!
|
||||
<i>If you're linking statically against ASSIMP:</i> Make sure your applications uses the same STl settings!
|
||||
If you do not, there are two binary incompatible STL versions mangled together and you'll crash.
|
||||
Alternatively you can disable the fast STL settings for Assimp by removing the 'FastSTL' property sheet from
|
||||
Alternatively you can disable the fast STL settings for ASSIMP by removing the 'FastSTL' property sheet from
|
||||
the vc project file.
|
||||
|
||||
<i>If you're using Assimp in a DLL:</i> It's ok. There's no STL used in the DLL interface, so it doesn't care whether
|
||||
<i>If you're using ASSIMP in a DLL:</i> It's ok. There's no STL used in the DLL interface, so it doesn't care whether
|
||||
your application uses the same STL settings or not.
|
||||
<br><br>
|
||||
Another option is to build against a different STL implementation, for example STlport. There's a special
|
||||
|
@ -200,7 +200,7 @@ The Boost-Workaround consists of dummy replacements for some boost utility templ
|
|||
<li><i>boost.foreach</i> </li>
|
||||
<li><i>boost.tuple</i></li>
|
||||
</ul>
|
||||
These implementations are very limited and are not intended for use outside Assimp. A compiler
|
||||
These implementations are very limited and are not intended for use outside ASSIMP. A compiler
|
||||
with full support for partial template specializations is required. To enable the workaround, put the following in
|
||||
your compiler's list of predefined macros:
|
||||
@code
|
||||
|
@ -220,26 +220,26 @@ for more details.
|
|||
|
||||
@section assimp_dll DLL build
|
||||
|
||||
Assimp can be built as DLL. You just need to select a -dll config from the list of project
|
||||
ASSIMP can be built as DLL. You just need to select a -dll config from the list of project
|
||||
configs and you're fine. Don't forget to copy the DLL to the directory of your executable :-)
|
||||
|
||||
<b>NOTE:</b> Theoretically Assimp-dll can be used with multithreaded (non-dll) runtime libraries,
|
||||
<b>NOTE:</b> Theoretically ASSIMP-dll can be used with multithreaded (non-dll) runtime libraries,
|
||||
as long as you don't utilize any non-public stuff from the code dir. However, if you happen
|
||||
to encounter *very* strange problems try changing the runtime to multithreaded (Debug) DLL.
|
||||
|
||||
@section assimp_stlport Building against STLport
|
||||
|
||||
If your compiler's default implementation of the STL is too slow, lacks some features,
|
||||
contains bugs or if you just want to tweak Assimp's performance a little try a build
|
||||
contains bugs or if you just want to tweak ASSIMP's performance a little try a build
|
||||
against STLport. STLport is a free, fast and secure STL replacement that works with
|
||||
all major compilers and platforms. To get it visit their website at
|
||||
<a href="http://www.stlport.org"/><stlport.org></a> and download the latest STLport release.
|
||||
Usually you'll just need to run 'configure' + a makefile (see the README for more details).
|
||||
Don't miss to add <stlport_root>/stlport to your compiler's default include paths - <b>prior</b>
|
||||
to the directory where the compiler vendor's STL lies. Do the same for <stlport_root>/lib and
|
||||
recompile Assimp. To ensure you're really building against STLport see aiGetCompileFlags().
|
||||
recompile ASSIMP. To ensure you're really building against STLport see aiGetCompileFlags().
|
||||
<br>
|
||||
Usually building Assimp against STLport yields a better overall performance so it might be
|
||||
Usually building ASSIMP against STLport yields a better overall performance so it might be
|
||||
worth a try if the library is too slow for you.
|
||||
|
||||
*/
|
||||
|
@ -251,8 +251,8 @@ worth a try if the library is too slow for you.
|
|||
@section access_cpp Access by C++ class interface
|
||||
|
||||
The ASSIMP library can be accessed by both a class or flat function interface. The C++ class
|
||||
interface is the preferred way of interaction: you create an instance of class Assimp::Importer,
|
||||
maybe adjust some settings of it and then call Assimp::Importer::ReadFile(). The class will
|
||||
interface is the preferred way of interaction: you create an instance of class ASSIMP::Importer,
|
||||
maybe adjust some settings of it and then call ASSIMP::Importer::ReadFile(). The class will
|
||||
read the files and process its data, handing back the imported data as a pointer to an aiScene
|
||||
to you. You can now extract the data you need from the file. The importer manages all the resources
|
||||
for itsself. If the importer is destroyed, all the data that was created/read by it will be
|
||||
|
@ -269,7 +269,7 @@ C++ example:
|
|||
bool DoTheImportThing( const std::string& pFile)
|
||||
{
|
||||
// Create an instance of the Importer class
|
||||
Assimp::Importer importer;
|
||||
ASSIMP::Importer importer;
|
||||
|
||||
// And have it read the given file with some example postprocessing
|
||||
// Usually - if speed is not the most important aspect for you - you'll
|
||||
|
@ -358,7 +358,7 @@ custom implementations of IOStream and IOSystem. A shortened example might look
|
|||
#include <IOSystem.h>
|
||||
|
||||
// My own implementation of IOStream
|
||||
class MyIOStream : public Assimp::IOStream
|
||||
class MyIOStream : public ASSIMP::IOStream
|
||||
{
|
||||
friend class MyIOSystem;
|
||||
|
||||
|
@ -377,7 +377,7 @@ public:
|
|||
};
|
||||
|
||||
// Fisher Price - My First Filesystem
|
||||
class MyIOSystem : public Assimp::IOSystem
|
||||
class MyIOSystem : public ASSIMP::IOSystem
|
||||
{
|
||||
MyIOSystem() { ... }
|
||||
~MyIOSystem() { ... }
|
||||
|
@ -402,12 +402,12 @@ class MyIOSystem : public Assimp::IOSystem
|
|||
@endcode
|
||||
|
||||
Now that your IO system is implemented, supply an instance of it to the Importer object by calling
|
||||
Assimp::Importer::SetIOHandler().
|
||||
ASSIMP::Importer::SetIOHandler().
|
||||
|
||||
@code
|
||||
void DoTheImportThing( const std::string& pFile)
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
ASSIMP::Importer importer;
|
||||
// put my custom IO handling in place
|
||||
importer.SetIOHandler( new MyIOSystem());
|
||||
|
||||
|
@ -435,7 +435,7 @@ following prerequisites are fulfilled:
|
|||
</ul>
|
||||
|
||||
See the @link assimp_st Single-threaded build section @endlink to learn how to build a lightweight variant
|
||||
of Assimp which is not thread-safe and does not utilize multiple threads for loading.
|
||||
of ASSIMP which is not thread-safe and does not utilize multiple threads for loading.
|
||||
|
||||
@section logging Logging in the AssetImporter
|
||||
|
||||
|
@ -448,13 +448,13 @@ by calling it as a singleton with the requested logging-type. To see how this wo
|
|||
@code
|
||||
|
||||
// Create a logger instance
|
||||
Assimp::DefaultLogger::create("",Assimp::Logger::VERBOSE);
|
||||
ASSIMP::DefaultLogger::create("",ASSIMP::Logger::VERBOSE);
|
||||
|
||||
// Now I am ready for logging my stuff
|
||||
Assimp::DefaultLogger::get()->info("this is my info-call");
|
||||
ASSIMP::DefaultLogger::get()->info("this is my info-call");
|
||||
|
||||
// Kill it after the work is done
|
||||
Assimp::DefaultLogger::kill();
|
||||
ASSIMP::DefaultLogger::kill();
|
||||
@endcode
|
||||
|
||||
At first you have to create the default-logger-instance (create). Now you are ready to rock and can log a
|
||||
|
@ -498,7 +498,7 @@ severity |= Logger::WARN;
|
|||
severity |= Logger::ERR;
|
||||
|
||||
// Attaching it to the default logger
|
||||
Assimp::DefaultLogger::get()->attachStream( new myStream(), severity );
|
||||
ASSIMP::DefaultLogger::get()->attachStream( new myStream(), severity );
|
||||
|
||||
@endcode
|
||||
|
||||
|
@ -514,7 +514,7 @@ unsigned int severity = 0;
|
|||
severity |= Logger::DEBUGGING;
|
||||
|
||||
// Detach debug messages from you self defined stream
|
||||
Assimp::DefaultLogger::get()->attachStream( new myStream(), severity );
|
||||
ASSIMP::DefaultLogger::get()->attachStream( new myStream(), severity );
|
||||
|
||||
@endcode
|
||||
|
||||
|
@ -541,7 +541,7 @@ In the verbose level debug messages will be logged, too.
|
|||
The ASSIMP library returns the imported data in a collection of structures. aiScene forms the root
|
||||
of the data, from here you gain access to all the nodes, meshes, materials, animations or textures
|
||||
that were read from the imported file. The aiScene is returned from a successful call to
|
||||
Assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link usage Usage page @endlink
|
||||
ASSIMP::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link usage Usage page @endlink
|
||||
for further information on how to use the library.
|
||||
|
||||
By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
|
||||
|
@ -549,7 +549,25 @@ this coordinate system, +X points to the right, +Y points away from the viewer i
|
|||
+Z points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well.
|
||||
By contrast, some other environments use left-handed coordinate systems, a prominent example being
|
||||
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
|
||||
aiProcess_ConvertToLeftHanded flag to the ReadFile() function call.
|
||||
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
|
||||
|
||||
The output face winding is counter-clockwise. Use #aiProcess_FlipWindingOrder to get CW data.
|
||||
@code
|
||||
x0
|
||||
|
||||
x2
|
||||
x1
|
||||
@endcode
|
||||
|
||||
The output UV coordinate system has its origin in the lower-left corner:
|
||||
@code
|
||||
0y|1y ---------- 1x|1y
|
||||
| |
|
||||
| |
|
||||
| |
|
||||
0x|0y ---------- 1x|0y
|
||||
@endcode
|
||||
Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
|
||||
|
||||
All matrices in the library are row-major. That means that the matrices are stored row by row in memory,
|
||||
which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this:
|
||||
|
@ -650,7 +668,7 @@ a set of properties accessible by their names. Have a look at aiMaterial.h to se
|
|||
properties are defined. In this file there are also various functions defined to test for the
|
||||
presence of certain properties in a material and retrieve their values.
|
||||
|
||||
Example to convert from an Assimp material to a Direct3D 9 material for use with the fixed
|
||||
Example to convert from an ASSIMP material to a Direct3D 9 material for use with the fixed
|
||||
function pipeline. Textures are not handled, only colors and the specular power, sometimes
|
||||
also refered to as "shininess":
|
||||
@code
|
||||
|
|
|
@ -65,12 +65,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
|
||||
// post-processing step. The spe will be excluded from the
|
||||
// build in this case. 'XX' stands for the name of the loader.
|
||||
// List of defines:
|
||||
// post-processing step.
|
||||
// Full list of all 'XX':
|
||||
// CALCTANGENTS
|
||||
// JOINVERTICES
|
||||
// CONVERTTOLH
|
||||
// TRIANGULATE
|
||||
// GENFACENORMALS
|
||||
// GENVERTEXNORMALS
|
||||
|
@ -88,6 +86,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
// TRANSFORMTEXCOORDS
|
||||
// GENUVCOORDS
|
||||
// ENTITYMESHBUILDER
|
||||
// MAKELEFTHANDED
|
||||
// FLIPUVS
|
||||
// FLIPWINDINGORDER
|
||||
// *OPTIMIZEMESHES
|
||||
// *OPTIMIZEANIMS
|
||||
// *OPTIMIZENODES
|
||||
// *GENENTITYMESHES
|
||||
|
||||
// Compiler specific includes and definitions
|
||||
#if (defined _MSC_VER)
|
||||
|
|
|
@ -50,89 +50,152 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
/** Defines the flags for all possible post processing steps. */
|
||||
// -----------------------------------------------------------------------------------
|
||||
/** @enum aiPostProcessSteps
|
||||
* @brief Defines the flags for all possible post processing steps.
|
||||
*
|
||||
* @see Importer::ReadFile
|
||||
* @see aiImportFile
|
||||
* @see aiImportFileEx
|
||||
*/
|
||||
// -----------------------------------------------------------------------------------
|
||||
enum aiPostProcessSteps
|
||||
{
|
||||
/** <hr>Calculates the tangents and bitangents for the imported meshes. Does nothing
|
||||
* if a mesh does not have normals. You might want this post processing step to be
|
||||
* executed if you plan to use tangent space calculations such as normal mapping
|
||||
* applied to the meshes. There exists a configuration option,
|
||||
* #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE that allows you to specify
|
||||
* an angle maximum for the step.
|
||||
*/
|
||||
aiProcess_CalcTangentSpace = 1,
|
||||
|
||||
/** <hr>Identifies and joins identical vertex data sets within all imported meshes.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Calculates the tangents and bitangents for the imported meshes.
|
||||
*
|
||||
* Does nothing if a mesh does not have normals. You might want this post
|
||||
* processing step to be executed if you plan to use tangent space calculations
|
||||
* such as normal mapping applied to the meshes. There's a config setting,
|
||||
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
|
||||
* a maximum smoothing angle for the algorithm. However, usually you'll
|
||||
* want to let the default value. Thanks.
|
||||
*/
|
||||
aiProcess_CalcTangentSpace = 0x1,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Identifies and joins identical vertex data sets within all
|
||||
* imported meshes.
|
||||
*
|
||||
* After this step is run each mesh does contain only unique vertices anymore,
|
||||
* so a vertex is possibly used by multiple faces. You usually want
|
||||
* to use this post processing step.*/
|
||||
aiProcess_JoinIdenticalVertices = 2,
|
||||
* to use this post processing step. If your application deals with
|
||||
* indexed geometry, this step is compulsory or you'll just waste rendering
|
||||
* time. <b>If this flag is not specified</b>, no vertices are referenced by
|
||||
* more than one face and <b>no index buffer is required</b> for rendering.
|
||||
*/
|
||||
aiProcess_JoinIdenticalVertices = 0x2,
|
||||
|
||||
/** <hr>Converts all the imported data to a left-handed coordinate space such as
|
||||
* the DirectX coordinate system. By default the data is returned in a right-handed
|
||||
* coordinate space which for example OpenGL prefers. In this space, +X points to the
|
||||
* right, +Y points towards the viewer and and +Z points upwards. In the DirectX
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Converts all the imported data to a left-handed coordinate space.
|
||||
*
|
||||
* By default the data is returned in a right-handed coordinate space which
|
||||
* for example OpenGL prefers. In this space, +X points to the right,
|
||||
* +Z points towards the viewer and and +Y points upwards. In the DirectX
|
||||
* coordinate space +X points to the right, +Y points upwards and +Z points
|
||||
* away from the viewer.
|
||||
*
|
||||
* You'll probably want to consider this flag if you use Direct3D for
|
||||
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
||||
* setting and boundles all conversions typically required for D3D-based
|
||||
* applications.
|
||||
*/
|
||||
aiProcess_ConvertToLeftHanded = 4,
|
||||
aiProcess_MakeLeftHanded = 0x4,
|
||||
|
||||
/** <hr>Triangulates all faces of all meshes. By default the imported mesh data might
|
||||
* contain faces with more than 3 indices. For rendering a mesh you usually need
|
||||
* all faces to be triangles. This post processing step splits up all higher faces
|
||||
* to triangles. This step won't modify line and point primitives. If you need
|
||||
* only triangles, do the following:<br>
|
||||
* 1. Specify both the aiProcess_Triangulate and the aiProcess_SortByPType
|
||||
* step. <br>
|
||||
* 2. Ignore all point and line meshes when you process assimp's output data.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Triangulates all faces of all meshes.
|
||||
*
|
||||
* By default the imported mesh data might contain faces with more than 3
|
||||
* indices. For rendering you'll usually want all faces to be triangles.
|
||||
* This post processing step splits up all higher faces to triangles.
|
||||
* Line and point primitives are *not* modified!. If you want
|
||||
* 'triangles only' with no other kinds of primitives, try the following
|
||||
* solution:
|
||||
* <ul>
|
||||
* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
|
||||
* </li>Ignore all point and line meshes when you process assimp's output</li>
|
||||
* </ul>
|
||||
*/
|
||||
aiProcess_Triangulate = 8,
|
||||
aiProcess_Triangulate = 0x8,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Removes some parts of the data structure (animations, materials,
|
||||
* light sources, cameras, textures, vertex components).
|
||||
*
|
||||
* The components to be removed are specified in a separate
|
||||
* configuration option, #AI_CONFIG_PP_RVC_FLAGS. This is quite useful
|
||||
* configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
|
||||
* if you don't need all parts of the output structure. Especially vertex
|
||||
* colors are rarely used today ... . Calling this step to exclude non-required
|
||||
* colors are rarely used today ... . Calling this step to remove unrequired
|
||||
* stuff from the pipeline as early as possible results in an increased
|
||||
* performance and a better optimized output data structure.
|
||||
* This step is also useful if you want to force Assimp to recompute
|
||||
* normals or tangents. The corresponding steps don't recompute them if
|
||||
* they're already there ( loaded from the source asset). By using this
|
||||
* they're already there (loaded from the source asset). By using this
|
||||
* step you can make sure they are NOT there.
|
||||
*
|
||||
* This flag is a poor one, mainly because it's purpose is usually
|
||||
* misunderstood. Consider the following case: a 3d model has been exported
|
||||
* from a CAD app, it has per-face vertex colors. Vertex positions can't be
|
||||
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
|
||||
* optimize the data. Just because these nasty, little vertex colors.
|
||||
* Most apps don't even process them, so it's all for nothing. By using
|
||||
* this step, unneeded components are excluded as early as possible
|
||||
* thus opening more room for internal optimzations.
|
||||
*/
|
||||
aiProcess_RemoveComponent = 0x10,
|
||||
|
||||
/** <hr>Generates normals for all faces of all meshes. The normals are shared
|
||||
* between the three vertices of a face. This is ignored
|
||||
* if normals are already existing. This flag may not be specified together
|
||||
* with aiProcess_GenSmoothNormals.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Generates normals for all faces of all meshes.
|
||||
*
|
||||
* This is ignored if normals are already there at the time where this flag
|
||||
* is evaluated. Model importers try to load them from the source file, so
|
||||
* they're usually already there. Face normals are shared between all points
|
||||
* of a single face, so a single point can have multiple normals, which in
|
||||
* other words, enforces the library to duplicate vertices in some cases.
|
||||
* #aiProcess_JoinIdenticalVertices is *senseless* then.
|
||||
*
|
||||
* This flag may not be specified together with #aiProcess_GenSmoothNormals.
|
||||
*/
|
||||
aiProcess_GenNormals = 0x20,
|
||||
|
||||
/** <hr>Generates smooth normals for all vertices in the mesh. This is ignored
|
||||
* if normals are already existing. This flag may not be specified together
|
||||
* with aiProcess_GenNormals. There's a configuration option,
|
||||
* #AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE that allows you to specify
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Generates smooth normals for all vertices in the mesh.
|
||||
*
|
||||
* This is ignored if normals are already there at the time where this flag
|
||||
* is evaluated. Model importers try to load them from the source file, so
|
||||
* they're usually already there.
|
||||
*
|
||||
* This flag may (of course) not be specified together with
|
||||
* #aiProcess_GenNormals. There's a configuration option,
|
||||
* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
|
||||
* an angle maximum for the normal smoothing algorithm. Normals exceeding
|
||||
* this limit are not smoothed, resulting in a a 'hard' seam between two faces.
|
||||
* Using a decent angle here (e.g. 80°) results in very good visual
|
||||
* appearance.
|
||||
*/
|
||||
aiProcess_GenSmoothNormals = 0x40,
|
||||
|
||||
/** <hr>Splits large meshes into submeshes
|
||||
* This is quite useful for realtime rendering where the number of triangles
|
||||
* to be maximally rendered in one drawcall is usually limited by the video driver.
|
||||
* The maximum vertex buffer size suffers from limitations, too. Both
|
||||
* requirements are met with this step: you can specify both a triangle and vertex
|
||||
* limit for a single mesh.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Splits large meshes into smaller submeshes
|
||||
*
|
||||
* The split limits can be set through the <tt>AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt>
|
||||
* and <tt>AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt> The default values are
|
||||
* <tt>AI_SLM_DEFAULT_MAX_VERTICES</tt> and <tt>AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
|
||||
* This is quite useful for realtime rendering where the number of triangles
|
||||
* which can be maximally processed in a single draw-call is usually limited
|
||||
* by the video driver/hardware. The maximum vertex buffer is usually limited,
|
||||
* too. Both requirements can be met with this step: you may specify both a
|
||||
* triangle and vertex limit for a single mesh.
|
||||
*
|
||||
* The split limits can (and should!) be set through the
|
||||
* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
|
||||
* settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
|
||||
* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
|
||||
*
|
||||
* Note that splitting is generally a time-consuming task, but not if there's
|
||||
* nothing to split. The use of this step is recommended for most users.
|
||||
*/
|
||||
aiProcess_SplitLargeMeshes = 0x80,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Removes the node graph and pre-transforms all vertices with
|
||||
* the local transformation matrices of their nodes. The output
|
||||
* scene does still contain nodes, however, there is only a
|
||||
|
@ -149,44 +212,87 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_PreTransformVertices = 0x100,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Limits the number of bones simultaneously affecting a single vertex
|
||||
* to a maximum value. If any vertex is affected by more than that number
|
||||
* of bones, the least important vertex weights are removed and the remaining
|
||||
* vertex weights are renormalized so that the weights still sum up to 1.
|
||||
* The default bone weight limit is 4 (defined as AI_LMW_MAX_WEIGHTS in
|
||||
* LimitBoneWeightsProcess.h), but you can use the aiSetBoneWeightLimit
|
||||
* function to supply your own limit to the post processing step.
|
||||
* to a maximum value.
|
||||
*
|
||||
* If you intend to perform the skinning in hardware, this post processing step
|
||||
* might be of interest for you.
|
||||
* If any vertex is affected by more than that number of bones, the least
|
||||
* important vertex weights are removed and the remaining vertex weights are
|
||||
* renormalized so that the weights still sum up to 1.
|
||||
* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
|
||||
* aiConfig.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
|
||||
* supply your own limit to the post processing step.
|
||||
*
|
||||
* If you intend to perform the skinning in hardware, this post processing
|
||||
* step might be of interest for you.
|
||||
*/
|
||||
aiProcess_LimitBoneWeights = 0x200,
|
||||
|
||||
/** <hr>Validates the aiScene data structure before it is returned.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Validates the imported scene data structure
|
||||
* This makes sure that all indices are valid, all animations and
|
||||
* bones are linked correctly, all material are correct and so on ...
|
||||
* This is primarily intended for our internal debugging stuff,
|
||||
* however, it could be of interest for applications like editors
|
||||
* where stability is more important than loading performance.
|
||||
* bones are linked correctly, all material references are correct .. etc.
|
||||
*
|
||||
* It is recommended to capture Assimp's log output if you use this flag,
|
||||
* so you can easily find ot what's actually wrong if a file fails the
|
||||
* validation. The validator is quite rude and will find *all*
|
||||
* inconsistencies in the data structure ... plugin developers are
|
||||
* recommended to use it to debug their loaders. There are two types of
|
||||
* validation failures:
|
||||
* <ul>
|
||||
* <li>Error: There's something wrong with the imported data. Further
|
||||
* postprocessing is not possible and the data is not usable at all.
|
||||
* The import fails. #Importer::GetErrorString() or #aiGetErrorString()
|
||||
* carry the error message around.</li>
|
||||
* <li>Warning: There are some minor issues (e.g. 1000000 animation
|
||||
* keyframes with the same time), but further postprocessing and use
|
||||
* of the data structure is still safe. Warning details are written
|
||||
* to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
|
||||
* in #aiScene::mFlags</li>
|
||||
* </ul>
|
||||
*
|
||||
* This post-processing step is not time-consuming. It's use is not
|
||||
* compulsory, but recommended.
|
||||
*/
|
||||
aiProcess_ValidateDataStructure = 0x400,
|
||||
|
||||
/** <hr>Reorders triangles for vertex cache locality and thus better performance.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Reorders triangles for better vertex cache locality.
|
||||
*
|
||||
* The step tries to improve the ACMR (average post-transform vertex cache
|
||||
* miss ratio) for all meshes. The step runs in O(n) and is roughly
|
||||
* basing on the algorithm described in this paper:
|
||||
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
|
||||
* miss ratio) for all meshes. The implementation runs in O(n) and is
|
||||
* roughly based on the 'tipsify' algorithm (see <a href="
|
||||
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
|
||||
* paper</a>).
|
||||
*
|
||||
* If you intend to render huge models in hardware, this step might
|
||||
* be of interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
|
||||
* setting can be used to fine-tune the cache optimization.
|
||||
*/
|
||||
aiProcess_ImproveCacheLocality = 0x800,
|
||||
|
||||
/** <hr>Searches for redundant materials and removes them.
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>Searches for redundant/unreferenced materials and removes them.
|
||||
*
|
||||
* This is especially useful in combination with the PretransformVertices
|
||||
* and OptimizeGraph steps. Both steps join small meshes, but they
|
||||
* can't do that if two meshes have different materials.
|
||||
* This is especially useful in combination with the
|
||||
* #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
|
||||
* Both join small meshes with equal characteristics, but they can't do
|
||||
* their work if two meshes have different materials. Because several
|
||||
* material settings are always lost during Assimp's import filters,
|
||||
* (and because many exporters don't check for redundant materials), huge
|
||||
* models often have materials which are are defined several times with
|
||||
* exactly the same settings ..
|
||||
*
|
||||
* Several material settings not contributing to the final appearance of
|
||||
* a surface are ignored in all comparisons ... the material name is
|
||||
* one of them. So, if you're passing additional information through the
|
||||
* content pipeline (probably using using *magic* material names), don't
|
||||
* specify this flag. Alternatively take a look at the
|
||||
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
|
||||
*/
|
||||
aiProcess_RemoveRedundantMaterials = 0x1000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step tries to determine which meshes have normal vectors
|
||||
* that are facing inwards. The algorithm is simple but effective:
|
||||
* the bounding box of all vertices + their normals is compared against
|
||||
|
@ -198,7 +304,7 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_FixInfacingNormals = 0x2000,
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step splits meshes with more than one primitive type in
|
||||
* homogeneous submeshes.
|
||||
*
|
||||
|
@ -206,16 +312,17 @@ enum aiPostProcessSteps
|
|||
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
|
||||
* especially useful for real-time rendering where point and line
|
||||
* primitives are often ignored or rendered separately.
|
||||
* You can use the AI_CONFIG_PP_SBP_REMOVE option to specify which
|
||||
* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
|
||||
* primitive types you need. This can be used to easily exclude
|
||||
* lines and points, which are rarely used, from the import.
|
||||
*/
|
||||
aiProcess_SortByPType = 0x8000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step searches all meshes for degenerated primitives and
|
||||
* converts them to proper lines or points.
|
||||
*
|
||||
* A face is degenerated if one or more of its points are identical.
|
||||
* A face is 'degenerated' if one or more of its points are identical.
|
||||
* To have the degenerated stuff not only detected and collapsed but
|
||||
* also removed, try one of the following procedures:
|
||||
* <br><b>1.</b> (if you support lines&points for rendering but don't
|
||||
|
@ -224,7 +331,7 @@ enum aiPostProcessSteps
|
|||
* <li>Specify the #aiProcess_FindDegenerates flag.
|
||||
* </li>
|
||||
* <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
|
||||
* cause the step to remove degenerated triangles rom the import
|
||||
* cause the step to remove degenerated triangles from the import
|
||||
* as soon as they're detected. They won't pass any further
|
||||
* pipeline steps.
|
||||
* </li>
|
||||
|
@ -249,6 +356,7 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_FindDegenerates = 0x10000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step searches all meshes for invalid data, such as zeroed
|
||||
* normal vectors or invalid UV coords and removes them.
|
||||
*
|
||||
|
@ -259,35 +367,88 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_FindInvalidData = 0x20000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step converts non-UV mappings (such as spherical or
|
||||
* cylindrical) to proper UV mapping channels.
|
||||
* cylindrical apping) to proper texture coordinate channels.
|
||||
*
|
||||
* Most applications will support UV mapping only, so you will
|
||||
* probably want to specify this step in every case.
|
||||
* probably want to specify this step in every case. Note tha Assimp is not
|
||||
* always able to match the original mapping implementation of the
|
||||
* 3d app which produced a model perfectly. It's always better to let the
|
||||
* father app compute the UV channels, at least 3ds max, maja, blender,
|
||||
* lightwave, modo, ... are able to achieve this.
|
||||
*
|
||||
* @note If this step is not requested, you'll need to process the
|
||||
* <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display all assets
|
||||
* properly.
|
||||
*/
|
||||
aiProcess_GenUVCoords = 0x40000,
|
||||
|
||||
/** <hr>This step pre-transforms UV coordinates by the UV transformations
|
||||
* (such as scalings or rotations).
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step applies per-texture UV transformations and bakes
|
||||
* them to stand-alone vtexture coordinate channelss.
|
||||
*
|
||||
* UV transformations are specified per-texture - see the
|
||||
* AI_MATKEY_UVTRANSFORM key for more information on this topic.
|
||||
* This step finds all textures with transformed input UV
|
||||
* coordinates and generates a new, transformed, UV channel for it.
|
||||
* Most applications won't support UV transformations, so you will
|
||||
* probably want to specify this step in every case.
|
||||
|
||||
* todo ... rewrite doc
|
||||
* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
|
||||
* This step processes all textures with
|
||||
* transformed input UV coordinates and generates new (pretransformed) UV channel
|
||||
* which replace the old channel. Most applications won't support UV
|
||||
* transformations, so you will probably want to specify this step.
|
||||
*
|
||||
* @note UV transformations are usually implemented in realtime apps by
|
||||
* transforming texture coordinates at vertex shader stage with a 3x3
|
||||
* (homogenous) transformation matrix.
|
||||
*/
|
||||
aiProcess_TransformUVCoords = 0x80000,
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step searches for duplicate meshes and replaces duplicates
|
||||
* with references to the first mesh.
|
||||
*
|
||||
* todo ... add more doc
|
||||
* This step takes a while, don't use it if you have no time.
|
||||
* It's main purpose is to workaround the limitation that many export
|
||||
* file formats don't support instanced meshes, so exporters need to
|
||||
* duplicate meshes. This step removes the duplicates again. Please
|
||||
* note that Assimp does currently not support per-node material
|
||||
* assignment to meshes, which means that identical meshes with
|
||||
* differnent materials are currently *not* joined, although this is
|
||||
* planned for future versions.
|
||||
*/
|
||||
aiProcess_FindInstances = 0x100000
|
||||
aiProcess_FindInstances = 0x100000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step flips all UV coordinates along the y-axis and adjusts
|
||||
* material settings and bitangents accordingly.
|
||||
* <br><b>Output UV coordinate system:</b>
|
||||
* @code
|
||||
* 0y|0y ---------- 1x|0y
|
||||
* | |
|
||||
* | |
|
||||
* | |
|
||||
* 0x|1y ---------- 1x|1y
|
||||
* @endcode
|
||||
*
|
||||
* You'll probably want to consider this flag if you use Direct3D for
|
||||
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
||||
* setting and boundles all conversions typically required for D3D-based
|
||||
* applications.
|
||||
*/
|
||||
aiProcess_FlipUVs = 0x80000000, /* don't change */
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step adjusts the output face winding order to be clock-wise.
|
||||
*
|
||||
* The default face winding order is counter-clockwise.
|
||||
* <br><b>Output face order:</b>
|
||||
* @code
|
||||
* x0
|
||||
*
|
||||
* x1
|
||||
* x2
|
||||
* @endcode
|
||||
*/
|
||||
aiProcess_FlipWindingOrder = 0x40000000 /* don't change */
|
||||
|
||||
|
||||
|
||||
// aiProcess_GenEntityMeshes = 0x100000,
|
||||
|
@ -296,6 +457,23 @@ enum aiPostProcessSteps
|
|||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
/** @def aiProcess_ConvertToLeftHanded
|
||||
* @brief Shortcut flag for Direct3D-based applications.
|
||||
*
|
||||
* Supersedes the #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
|
||||
* #aiProcess_FlipWindingOrder flags. The output data matches Direct3D's conventions:
|
||||
* left-handed geometry, upper-left origin for UV coordinates and finally clockwise
|
||||
* face order, suitable for CCW culling.
|
||||
*
|
||||
* @deprecated
|
||||
*/
|
||||
#define aiProcess_ConvertToLeftHanded ( \
|
||||
aiProcess_MakeLeftHanded | \
|
||||
aiProcess_FlipUVs | \
|
||||
0 )
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
/** @def aiProcessPreset_TargetRealtimeUse_Fast
|
||||
* @brief Default postprocess configuration optimizing the data for real-time rendering.
|
||||
|
@ -310,14 +488,14 @@ enum aiPostProcessSteps
|
|||
* Some of them offer further configurable properties, some of them might not be of
|
||||
* use for you so it might be better to not specify them.
|
||||
*/
|
||||
#define aiProcessPreset_TargetRealtime_Fast \
|
||||
#define aiProcessPreset_TargetRealtime_Fast ( \
|
||||
aiProcess_CalcTangentSpace | \
|
||||
aiProcess_GenNormals | \
|
||||
aiProcess_JoinIdenticalVertices | \
|
||||
aiProcess_Triangulate | \
|
||||
aiProcess_GenUVCoords | \
|
||||
aiProcess_SortByPType | \
|
||||
0
|
||||
0 )
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
/** @def aiProcessPreset_TargetRealtime_Quality
|
||||
|
@ -331,11 +509,11 @@ enum aiPostProcessSteps
|
|||
* If you're using DirectX, don't forget to combine this value with
|
||||
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||||
* in your application apply the #aiProcess_TransformUVCoords step, too.
|
||||
* @note Please take the time to read the doc to the steps enabled by this preset.
|
||||
* @note Please take the time to read the doc for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, some of them might not be of
|
||||
* use for you so it might be better to not specify them.
|
||||
*/
|
||||
#define aiProcessPreset_TargetRealtime_Quality \
|
||||
#define aiProcessPreset_TargetRealtime_Quality ( \
|
||||
aiProcess_CalcTangentSpace | \
|
||||
aiProcess_GenSmoothNormals | \
|
||||
aiProcess_JoinIdenticalVertices | \
|
||||
|
@ -348,7 +526,7 @@ enum aiPostProcessSteps
|
|||
aiProcess_SortByPType | \
|
||||
aiProcess_FindDegenerates | \
|
||||
aiProcess_FindInvalidData | \
|
||||
0
|
||||
0 )
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
/** @def aiProcessPreset_TargetRealtime_MaxQuality
|
||||
|
@ -360,16 +538,16 @@ enum aiPostProcessSteps
|
|||
*
|
||||
* If you're using DirectX, don't forget to combine this value with
|
||||
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||||
* in your application apply the #aiProcess_TransformUVCoords step, too.
|
||||
* @note Please take the time to read the doc to the steps enabled by this preset.
|
||||
* in your application, apply the #aiProcess_TransformUVCoords step, too.
|
||||
* @note Please take the time to read the doc for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, some of them might not be of
|
||||
* use for you so it might be better to not specify them.
|
||||
*/
|
||||
#define aiProcessPreset_TargetRealtime_MaxQuality \
|
||||
#define aiProcessPreset_TargetRealtime_MaxQuality ( \
|
||||
aiProcessPreset_TargetRealtime_Quality | \
|
||||
aiProcess_FindInstances | \
|
||||
aiProcess_ValidateDataStructure | \
|
||||
0
|
||||
0 )
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
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|
@ -221,10 +221,10 @@ void SceneAnimator::UpdateTransforms( SceneAnimNode* pNode, const std::vector<ai
|
|||
{
|
||||
ai_assert( pNode->mChannelIndex < pTransforms.size());
|
||||
pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
|
||||
}
|
||||
|
||||
// update global transform as well
|
||||
CalculateGlobalTransform( pNode);
|
||||
}
|
||||
|
||||
// continue for all children
|
||||
for( std::vector<SceneAnimNode*>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it)
|
||||
|
|
|
@ -2255,10 +2255,6 @@
|
|||
RelativePath="..\..\code\ValidateDataStructure.h"
|
||||
>
|
||||
</File>
|
||||
<Filter
|
||||
Name="util"
|
||||
>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="PCH"
|
||||
|
|
Loading…
Reference in New Issue